A quick overview over the project and setting up the basics of the survival shooter game.
This game tutorial series will teach you how to create a simple isometric survival shooter. The player will control a sleepy figure, firing a weapon to kill fluffy zombie plush toys. The enemies will hurt the player when within range. The level will endlessly spawn new enemies at randomly selected spawn points.
In this tutorial we’ll take a quick look at the project and set up some basics in the Makinom editor.
Setting up the Unity Project #
By now you should’ve downloaded the project resources, a unitypackage file containing the assets we’ll use in this tutorial series.
Create new Unity Project #
Use the Unity Hub to create a new Unity project, make sure to use at least Unity 2019.1, best one of the LTS versions (e.g. Unity 2019.4 LTS).
The new project comes with an empty sample scene set up, we don’t really need it, so you can delete it (and the folder Assets/Scenes/) if you want.
We’ll use the Unity UI module, make sure the project contains the TextMesh Pro and Unity UI packages. They should automatically be included in a new Unity project, if not, use the package manager (Window > Package Manager) to import them.
Layer Setup #
We need to set up layers in the Unity project we’ll use later. Open Unity’s layer settings using the Unity menu: Edit > Project Settings… > Tags and Layers
Change the following layers:
- User Layer 8
Set to Floor. - User Layer 9
Set to Shootable.
Importing Resources and Makinom #
Next, we’ll import the project resources you’ve downloaded and the latest Makinom 2 version (or any you’ve got lying around).
The order in which you import them doesn’t matter. If you get a warning regarding script updates, confirm it to continue with the import.
The tutorial resources can be found in this folder: Assets/Tutorial Resources/
All our setup will be done in the Level 01 scene (found at Assets/Tutorial Resources/Scenes/), so you can already open it.
Setting up Makinom #
We’ll now set up some basics in the Makinom project. Open the Makinom editor (Window > Makinom) – this will create a new Makinom project at Assets/Gaming Is Love/_Data/Project.asset, in case no project has been created or opened yet.
Input Keys #
First, we’ll set up the input keys to control the game. Navigate to Base/Control > Input Keys. The default controls are already set up for us, but we’ll need another input key for firing the weapon.
4: Fire #
- Name
Set to Fire.
The input settings are defined in the already added Input ID Setting 0.
- Input Origin
Select Mouse. - Mouse Button
Set to 0.
This will use the left mouse button. - Click Count
Set to 1. - Input Handling
Select Hold.
That’s it for the input keys.
Music #
Navigate to Game > Music and change the following settings of the Default music.
- Name
Set to BGM. - Audio Clip
Select Background Music.
The clip is located in Assets/Tutorial Resources/Audio/Music/. - Loop Clip
Enable this setting.
UI System #
We’ll use the Unity UI module – it’s best to select the UI system as one of the first things when starting a new project.
Navigate to UI > UI System and change the following setting.
UI System Settings #
- UI System Type
Select Unity UI. - Default Screen Size
Set to X=1280, Y=720.
You should also change the resolution of your Unity project to use the same size.
You can find them in Edit > Project Settings… > Player, they’re available when not using fullscreen mode.
Changing the UI system will show confirmation dialogue, which we’ll accept via the Ok button.
Variable Condition Template #
We’ll set up a template for checking if the player is alive (i.e. an object variable on the player being greater than 0).
Navigate to Templates > Variable Condition Templates and change the following settings of the Default template.
Template Settings #
- Name
Set to Is Alive.
Variable Condition #
Click on Add Variable Condition.
- Condition Type
Select Variable. - Variable Key
Set to health. - Variable Origin
Select Object. - Game Object
Select User.
We’ll pass on the user where we use the template. - Is Valid
Enable this setting. - Exists
Enable this setting. - Type
Select Int. - Check Type
Select Is Greater. - Check Value
Set to 0 (Value).
And that’s it – click on Save Settings (and on Confirm in the following screen) to save the changes.
Scene Setup #
Finally, we’ll add Makinom and the background music to the scene. Open the Level 01 scene (found at Assets/Tutorial Resources/Scenes/).
Adding a Game Starter #
To add Makinom to the game, we’ll need a game starter. You can learn more in the game starters documentation.
Add the game starter using the scene wizard (Window > Makinom Scene Wizard). Click on Add Game Starter, select the Makinom project if it’s not already selected (found at Assets/Gaming Is Love/_Data/Project.asset) and click on Add Game Starter again. The scene wizard will create a new game object and attach the game starter to it.
Move the new game starter object out of the way, e.g. to X=-40, Y=0, Z=0.
Adding the Music #
Again, we’ll use the scene wizard to add the background music: Create Object > Music Player
Move the new music player object out of the way (e.g. X=-38, Y=0, Z=0) and change the following settings in the inspector of the Music Player component.
- Play Type
Select Play. - Music
Select BGM.
And that’s it for now – save the scene.
The next tutorial will handle the player’s movement controls.