Death Spinner development
Part 1
I once thought, I should make a game. (Well I thought that a lot but this time it was special.) See, this time I realized that I don’t finish projects because I always have too big of a scope. So I decided to make the smallest scope I could think of: A local battle game.
In it you were going to be a player... no. I then decided that it would be done using only assets that could be created from the Unity “Create” menu. No artwork was used in the game. That made the game even easier to develop!
I went to work creating a sprite of each shape. The players would be represented by red and blue circles. The walls represented by grey squares. The weapons would be...
I knew I’d had trouble with combat systems before... I couldn’t reasonably well have swords, the animations would be too complicated for my (at the time) limited knowledge.
I then thought, what if the weapon was just always there? And if it collides with the enemy player the the enemy dies and respawns. So I created a hexagon GameObject and programmed a collision system and tested it out, it only needed minor debugging, and a function needed to be correctly spelled...
Note: 2D rigidbodies do not respond to OnCollisionEnter(), use OnCollisionEnter2D() instead.







