Ironically, the part of the project I struggled on the most was keeping the player bounded to the screen. I had to create a solution that accounted for any screen size so that was pretty tough and ate up more time than I would have liked.
The homing bullets were actually created by accident! I was trying to have the turrets face the player, but accidentally coded the solution in the bullet! So ironically, this was an easier part of the project for me. Here's a link to the homing script if you're interested: https://github.com/CoffeeAbuser285/JameGam/blob/main/Assets/Scripts/EnemyScripts... ╰(*°▽°*)╯
I instantiate and destroy all objects! It takes more processing power to do it this way, but I figured that most computers could handle it (❁´◡`❁) If I were to scale the game up further ( player has more offensive capabilities and more enemies on the screen ), I would definitely run into issues doing things the way they are, and I would probably need to revamp the ship/bullet spawning systems.
If you were interested in seeing more code, here's a link to the github: https://github.com/CoffeeAbuser285/JameGam/tree/main/Assets/Scripts I will admit though, the code is not my proudest work. I sacrificed structure and readability for speed. In a competition like this, it's definitely worth the trade off!