Posted March 19, 2021 by mdlaras
#devlog #asteroids
I made Asteroids to learn more about how to build a game in Unity, and yes, I learned a lot. That is why I will divide this long post to several shorter ones. Each post will then talk about each milestone I determined before beginning the project.
Yes, I did think about how to tackle this game before I opened up Unity to begin coding and stuff. These were the steps I decided to make:
And these are the things I did do:
The rough process can be seen in this video below.
I must admit that only now I really get the idea of "feature creep". I always wanted to polish and add to my game to make it even better, but then I decided I should stop and move on to another project. Well, if I were still working on Asteroids, I wouldn't write this devlog.
Code review from some lovely people in the community I'm in went well, there aren't many things to add, except removing "magic numbers" and "magic strings". And I did use FindObject, which isn't really recommended because it's slow. So yes, code-wise my code wasn't really a mess. Here is it if you guys want to see, I will update it now and then to improve it a little bit, but I doubt it will change drastically.
Here is the repository of the game.
What I realized even further is that doing art and animation is really tiring to me. I can code for about 5 hours straight, but if it comes to drawing... Give me at most 2 hours before I collapse. Even more tiring is applying the animations to Unity. It was hell...
So yea, I guess that's all for Part 0. Hope you stick around to the other parts!