All language subtitles for 39. New Enemy & Projectile

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Original subtitles

1 1

[MUSIC] 2

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In this video, we're making another enemy, I've called mine big boy. 3

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He's bigger, stronger, tougher and drops bombs at the player, 4

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so let's jump in and make another enemy. 5

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Let's start by selecting a new laser beam bomb and a new enemy to use. 6

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So I'll go into my Kenny assets P&Gs, first of all we'll find a new enemy. 7

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And I think we'll go with maybe a green guy, 8

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this green kind of butterfly looking dude. 9

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And we'll drag that into our sprites so we know we are using that. 10

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And then we'll find a lasers, [SOUND]. 11

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Scroll down, 12

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laser red 10 I think looks pretty good as little bombs that are dropping. 13

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So we'll drag that over into our sprites as well, excellent. 14

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Now the prefabs, gonna go into the prefabs folder, 15

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and find one of our existing enemies. 16

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We'll take Roger, duplicate Roger, and I wanna make a bigger enemy. 17

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So instead of Roger 1, we'll call this bigger enemy, I don't know, Big Boy, 18

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there we go. 19

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That's a good name for a big thing, isn't it, a Big Boy. 20

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And then I'm gonna go straight for my sprites folder and 21

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drag in our enemyGreen currently at the moment, enemyGreen5. 22

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Okay, so back into our Prefabs, find where is Big Boy going? 23

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Roger 1, Big Boy, we will rename it over in here as well to Big Boy. 24

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There we go, we'll change the image of Big Boy. 25

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It's changes, it's updated, excellent. 26

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Now we'll give it a little bit of color treatment, drag it into the scene so 27

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I can see when I make these changes what happens. 28

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This is a pretty crude way of changing the color of a sprite, of an image. 29

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It's much better if you change it at source. 30

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But we were making kind of a purply color, yeah. 31

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Purple Big Boy, there we go, not too terrible. 32

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Okay, what else do we need to do? 33

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We've got a rigid body, kinematic, excellent, the enemy script. 34

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Health, well Big Boy is gonna have more health, we'll say 600 so 35

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it's a little bit tough to actually destroy. 36

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Score value 460, tougher to kill, more points to get. 37

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Shot counter, now we don't actually need to be changing shot counter, 38

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that's left in there from when we wanted to see it for debug purposes. 39

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So let's go and tidy that up by finding our script, we need the enemy script. 40

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Open that up in Visual Studio. 41

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We just need to change it from serialized field to non-serialized field. 42

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So let's find shot counter, remove the serialized field cuz we don't need to 43

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be messing with that anymore, save that up. 44

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Back over into your Big Boy, so 45

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Prefabs > Prefabs folder and then Big Boy. 46

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Let's see over here, okay Min.Time Between Shots 0.2, 47

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Maximum Time 0.6, not really sure, just guessing. 48

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Projectile right now, this is where we need to make a new projectile. 49

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So I'll come back to that in a moment. 50

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Let's just finish up going through these things in Big Boy and make sure it's okay. 51

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So Projectile Speed, we're gonna have it really slow, we'll see how 2 goes. 52

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Explosion, yeah, Death Effect, and laser, we'll just go and randomly pick a Laser4. 53

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I think that might be okay, and then shoot sound volume, okay. 54

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Everything else is pretty good. 55

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What I would like to do is to make Big Boy bigger, so I'll go back to my sprites. 56

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Find the enemyGreen, and then I'm gonna rename it while I'm here Big Boy. 57

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Just to show that I'm actually changing something in here to make this 58

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a 50 under pixels per unit I'm gonna apply. 59

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That should make it tons bigger. 60

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Okay, a little bit more bigger and 61

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menacing on the screen just by changing the pixels per unit. 62

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Now back to Prefabs> Big Boy, 63

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make sure we've done everything we need to do in there. 64

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Damage deal script, I think that's everything. 65

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Okay, now over to our projectile, let's find our enemy laser. 66

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Duplicate enemy laser, we'll call this in here we'll call it, Enemy Bomb. 67

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Okay, and then clicking on Enemy Bomb. 68

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And then let's go to our Sprites folder, find my LaserRed10, 69

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drag that over into where the sprite is. 70

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And then drag our prefab from our Prefabs folder, 71

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it's just taking a moment to update. 72

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We can right-click and do a refresh or a re-import and that updates it. 73

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Okay, drag that in, it's been tinted with yellow. 74

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I want to tint it more of a red color, a lighter kind of red. 75

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Maybe a darker kind of red, there we go. 76

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Need to change the collision on this, 77

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because we're using the previous capsule collider. 78

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I right-click, remove component, and then instead add a component and 79

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I'll do collider, let's see, kind of boxy in shape. 80

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So do a box collider, actually no, I'm gonna change my mind on that. 81

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I'm gonna do a circle collider and Add Component, Circle Collider 2D. 82

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Yeah, I think that's a little bit more indicative of what I'm going 83

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for, excellent. 84

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So I have a collider, we've got our Rigid Body 2D. 85

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We've changed the color, we've changed the name of it, it's all looking pretty good. 86

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Does it have its appropriate script, Damage Dealer script? 87

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How much damage, still just 100, I think that's okay. 88

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Right, save that up, now we need to spawn these guys. 89

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So let's go to Waves, and what I'm gonna do is make another path, actually. 90

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So I've already got a couple of instances in my path in the scene. 91

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They're not doing anything in here, this is just so 92

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I can easily duplicate and then edit. 93

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So I've got Path (2), if I open that up and look at Waypoint (0), click on W. 94

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Where are we gonna make this? 95

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Let's make it go right from the top, and 96

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remembering that the top starts just outside of our camera. 97

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Waypoint 1, coming down from the left, waypoint 2, zig to the left a little bit. 98

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And then waypoint 3, down to the right. 99

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So it's basically just zig-zagging its way across the screen. 100

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Maybe we'll make that a little bit more to the right, and 0 over to the left. 101

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Zig-zags its way down the screen, bombing the player the whole time, 102

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I think that would be good. 103

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Actually, we need to have it over to the side. 104

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We don't want the player just to stand over to the left and 105

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be like, you can't touch me. 106

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We wanna actually cover the whole play space, as this particular enemy 107

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comes down through the world so that the player fears for their life. 108

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And then they zero in on the player and bonk into them, okay, cool. 109

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So find our Paths folder, drag path2 down there and in. 110

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Like I said, I don't need any of these, so I'm gonna go ahead and delete them. 111

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They're just there so I can duplicate, make extra copies of new things. 112

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But I can do that by dropping one of my existing prefabs in as an instance. 113

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And then to create something new or I could just duplicate a path down in here. 114

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Now to our Waves, let's find our Waves folder. 115

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I'm going to click on Wave number 1 and change it from Roger to Big Boy, Big Boy. 116

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And then from Path Prefab instead of Path 0 do Path (2), 117

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time between spawns 0.5 and 0.3, we'll see how that goes. 118

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And I'll show you number of enemies we'll say 6,and then the movements be we'll say 119

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2, so they're coming nice and slowly into the screen. 120

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Let's see if we've captured everything in there or 121

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if we've forgotten anything at all. 122

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I should delete these couple of guys from the screen, but 123

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we'll leave it as now as is. 124

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Okay, so we haven't given it the projectile that we want and 125

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they're a little bit spaced close together. 126

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So let's find the enemy wave, so Wave 1. 127

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The time between spawns, we'll say 1, random factor 0.5, hopefully that's okay. 128

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6 move speed, seemed okay at 2. 129

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And we've got a null reference exception that'll give us some clues here. 130

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Object reference not set to an instance, so Big Boy that we've dropped into 131

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the scene, that's just the one we're playing around with. 132

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So we'll delete here and then we'll delete the other one out of the scene. 133

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That should clear up those errors that we've had. 134

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Now we need to change the projectile and 135

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we do that by clicking on Big Boy and saying that his projectile, 136

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instead of Enemy Laser, is going to be the Enemy Bomb. 137

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Okay, let's click play Do a little bit [SOUND] shoot, 138

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out he comes dropping some bombs. 139

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Those bombs are dropping mightily fast, we need to space them out a little bit, 140

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and he's a bit too easy to kill. 141

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Okay, so health we haven't changed the health on Big Boy in our prefab. 142

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So let's make the health say 600, actually you know what? 143

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I'm gonna be nasty and make it a 1000 and then score value we'll say, 460, 144

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for example. 145

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And then Projectile Speed, I think a little bit faster, so 146

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a 3 on the Projectile Speed. 147

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And then what I'm looking for? 148

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Prefabs, Big Boy, we want him shooting. 149

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So minimum time between shots, that's way too little, so we'll say 1.5, and 150

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the maximum time between shots we'll say 2.5. 151

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We'll see how that goes. 152

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Actually, we'll say from 1 to 2, see how that is. 153

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Projectile speed, I think, little bit faster, we'll say 5. 154

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And then we'll click on play, see how that tuning is, [SOUND]. 155

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Okay, we've got him coming out [SOUND], shooting, shooting, it's taking awhile. 156

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The whole point of this is it takes a while to shoot and to kill, 157

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and then we're still killing it when these other ones come out. 158

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So I've got bullets going everywhere, a little bit of bullet hell, 159

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which is exactly what we want. 160

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We could spawn another wave of them, here they come now. 161

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Okay, so I haven't got a lot of variety in my waves, 162

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I haven't really tuned that a lot. 163

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But for now, I think this is a pretty good wave, 164

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that it's creating some good dodging and [SOUND]. 165

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Yes, okay, I like it, I like it a lot. 166

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Okay, so we got ourselves a new enemy, a new wave, a new path, a new projectile, 167

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everything's working well, it's all lining up. 168

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And I just wanted to go through that whole process so 169

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we're testing out every bit of it. 170

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So reminding ourselves as well of how we add tons of variation into our game. 171

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In the next video we'll add a little bit of spice into that projectile so 172

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it looks a little bit more interesting as well. 173

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But for now my challenge to you is to add MOAR. 174

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So add more enemies, add more paths. 175

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Add more visual effects, add more sound effects, and 176

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to show us what you got when you have done all of that. 177

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So get in there and really play around, 178

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have some fun with making some challenge for the player. 179

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Making some variety, making different things, different enemies, 180

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different colors, everything. 181

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So now's a good time to play around with what we currently have and 182

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to throw a whole bunch of more content at your game and see how it feels. 183

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Okay, and please do share with what you've got, I would love to see it. 184

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Great work and I will see you in the next video.

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