RobotShootEm’Up was originally a game where you had to dodge oncoming projectiles and shoot back, but the more I played I realized bugs may ruin the experience for some. Therefore, I made two modes, a retro mode and a modern mode. the retro mode is a very simplistic style where enemies just charge at you. I also thought that it would be fun that if your in the retro mode that you wouldn’t be able to move and you have to stand still as if your a tower and defend yourself before becoming overrun.
Requirements elements of Top Down Shooter
The only requirement for this is to be a top down perspective where you can shoot, as the genre is a a top down shooter. The movement is not needed and abilities are also not needed.
Concept pieces
Unlike other projects I already knew exactly what I wanted things too look like, therefore I just went onto my art software and created some of the assets that are still used in the game.
Finished Designs

The Player was made from looking at some pixel art robots on the internet. I tried my best to make it as mine as possible without stretching too far away from the original design. most changes were done with shading and colours.

The bullet was also made looking at things from the internet, for example I got this by importing it into my software and cleaning up the edges, increasing the brightness of the middle, making a bit longer, a bit fuzzier than the original, and using unity I made it pitch white using bloom and a colour filter.

The Retro Player was made by making a triangle, was done because I needed it to I be simpler than the others, and this I can safely assure myself is mine. Using unity I was able to change the colour and make it have a bloom making it look really nice.
Animation?
Although this is the most advanced game, it has no animation apart from one bit. The Background! Yes the only bit that requires animation in my game is the background, this is because all other aspects are already moving with code and since they are triangles they don’t need much movement too look good.
Animation controller
However, there is one small piece of animation left in the player sprite but it is to do with the modern version. The Shooting has a small animation of the hand cannon that it has. I thought this was a nice little detail.
Prefabs?
Prefabs
The Prefabs each have a purpose, for example each bullet is for a different person. so one is for the enemies, and the other is for me. Therefore I can set one to hit me and the other one not to hit me. The Explosive barrel was an experiment but I was never able to make the explosions work. There is each player and enemy therefore I have a copy of each ready for when they are needed, for if I need a respawn ect… Each prefab basically carries the components and save them for when they are placed into the world (especially handy for instantiate).
Fmod
I am using Fmod in unity to better create the audio used for games. my original idea for this was to create a state where if i was low on health it was going to be muffled however i am running out of time to implement it meaning that it will not be fully complete by time it needs to be.
Conclusion
In conclusion RobotShootEm’Up is a type of game that is fascinating because it required a lot of the same code from space invaders however with what I learned on this project I was able to go back and improve on some things on space invaders. for example I made the movement on 2 axis’ and not 1 axis. I had learned by this time that one master script for many games is not the way to do the game due to how complicated the script would have to be to suit the game. I had also figured out how to link scripts with things like health and that carried its way over to space invaders for its health as well. RobotShootEm’Up.