Playing with timeline animation. Not one of my strong suits. But here’s a flyby of the Area 51 primitive.

Base Model


A really rough sketch of the base with the main buildings, runways and some of the taxiways. The saucer is in view for reference.

Kill Count


Added an enemy kill count UI for some feedback. Going to play with different fonts but for now I’m going with #retro CRT.

Enemy Explosions


Added some enemy planes I found in the asset store. Eventually I’ll buy some models of F18s. The planes detect particle collisions and swap out for an explosion prefab.

Terrain Collision

Added a collision handler to the ship to instantiate a particle explosion on trigger.

Particle Beam


More experimentation with particle effects. Added a beam projection for the main weapon. The final firing sequence will be a buildup of particles around the ship followed by the beam.  

Saucer Control

Improved controls. Game play may be more free-form in the future but, for now, it’s a rails shooter. Pitch and Yaw adjust in relation to position on screen.  

Kirby Dots


Inspired by Jack Kirby, some experimentation with layered particle effects in #unity3d. This is going to be a ramp-up to the weapon fire, along the lines of the beam from the movie Independence Day.  

Basic Controls


The saucer model attached to the camera. Running through the fly-through again, this time with some really basic controls.

(not so)Rough Saucer

Put together a really rough saucer model. The surface material has smoothness and reflectivity bumped way up to add to the rendering complexity.