A downloadable game

Ipsum Lorem is an isometric bullet heaven experience, where the player takes the role of an angel sent to Florida whos divine mission is to kill the ghosts haunting the mortal realm. Watch out! Once all three of the players Etheral SoulTethers are destroyed by the ghosts, the angels mission is over, and their earthly seraphine form destroyed and their consciousness is sent back to cellestial heaven. Until the next time God sends them to Florida.



Acknowledgements:

https://assetstore.unity.com/packages/3d/environments/fantasy/dark-fantasy-gigantic-environment-155143

https://assetstore.unity.com/packages/2d/gui/gui-pro-kit-fantasy-rpg-170168

https://www.youtube.com/watch?v=4HpC--2iowE

https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/rpg-fantasy-pack-47749

https://assetstore.unity.com/packages/vfx/particles/fire-explosions/hq-realistic-explosions-122863


All scripts were composed by myself and Chat_GPT, 

except for my 3d-movement script which was borrowed from half of
Brackeys Third Person Movement in Unity video on Youtube.

Custom made models and title cards were designed by me in Canva editor, using Dalee image generation, and 3D paint.   Specifically the main menu back ground, and the power up objects were modeled by myself.

Animations on power up objects were made by me, character animations came from a prefab.





My favorite script that I wrote for this is/////

public class BulletLogic : MonoBehaviour

{

    public GameObject explosionPrefab;

    public GameObject counter;

    public EnemyCounter counterScript;

   
   
    void Start()

    {

    counter = GameObject.Find("Counter");

    counterScript = counter.GetComponent<EnemyCounter>();

    }

    private void OnCollisionEnter(Collision collision)

    {

       
        if (collision.gameObject.CompareTag("Enemy"))

        {

            // Destroy the enemy upon collision with the player

            Destroy(collision.gameObject);

            counterScript.IncreaseEnemyCounter();

            Debug.Log("Hit!");

        }

        else

        {

            Destroy(gameObject);

            Instantiate(explosionPrefab, collision.contacts[0].point, Quaternion.identity);

        }

    }

}

///////

because I needed to push my scripting skills to another level in order to get the intended functionality working.  And also some unintended functionality of this script makes me laugh.   This script is attached to the bullets of my game, so that when the object is instantiated, it will on call, the "Caller" object that has the UI logic attached to it, to count how many enemies have been hit by bullets.  And then cull the object, leaving behind an explosion prefab where a bullet collides.

The unintended functionality in this logic that makes me is that bullets aren't culled on colliding with an enemy, they're culled on colliding with the environment.  So bullets will hit enemies in the face, kill them, then bounce off and detonate on the environment, instead of detonating on enemy collision.   I decided to leave that functionality as is, instead of altering it, because it made me smile.

Download

Download
IpsumLorum.zip 320 MB

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