UFO Unity Final Dev Log

A long Update from my current project. This is the final post for this project. And lessons learned.

Here is the final Game on itch.io

https://cgboss.itch.io/ufo-unity

unfo unity browser play
UFO Unity 1.22 Prototype HTML Preview

So I spent the last 3 months trying learning Unity part time. The previous post is here.

After some fiddling around with the defold assets, I slowly converted the game into a lite 2D wave shooter game 🚀 🪨 like asteroids ☄️ with a collecting ⭐️ stars mechanic

Here are some of things I learned and what I might do next in the game dev journey.

  • Wave shooter mechanics is something not too easy but has challenge and can de done as a solo first timer to unity
  • Good to use retro arcade games as a learning point for learning a game engine
  • Things take longer when you are starting from scratch
  • Previous experience in making short games help such as playing around with Lumberyad and UE4
  • Keep it small you are still learning
  • Putting in the game managers to make things more organised
  • More Art and itch marketing
  • C# not as hard to learn but would try visual scripting next.
  • Marketing I did not do anything except posting to this blog.
  • Would plan out a system map of how all the different gameplay systems update each other.

Things I learned

After fiddling around with Unity the project started to turn into a simple wave shooter in 2D to learn how to use unity. Making a 2D game simplifies the 3D math greatly since you only have 2 axis to deal with.

Retro Game Mechanics as a Base

Using retro arcade games design as a base from the 1980s and 1990s were a good starting point to learn a new game engine.

it simplified the mechanics and game design so I can focus on coding and art. And by keeping tot small to replicate some mechanics, I can finish the game and learn how the production of games work.

Using a Game Manager

Technical Game Manager: Setting up a structure. Such as a game manager I am only scratching the surface for this to how the main framework of a game is setup. This helped in creating an object to load levels, track scores and the game state. I feel the in a more complex game it will be more complex at handling different systems.

General code functions for reusability. One example is the life and counting scores which can be reused across different objects.

MVP for game function

Setting a minimum standard of what a game is to look like. I decided that based on my previous endless runner I would do the same thing which is to setup a start menu scene, game scene and end screen. This helps make the game feel less of a prototype and note of a game.

C# is not so easy but easier than C++. There is a lot of safety and error catching. I was thinking of doing a Blueprint type visual scripting in Unity but Decided not to do that I can build some programming chops.

Not so good

Not Good

Things take longer when you do this part time. Thankfully google and YouTube as well as Unity learn and some paid tutorials I was able to learn and create my own solution to my game.

I did not work out the art side of things and my code is not so tight it feels like a prototype for now.

Lots to learn

I did not spend time marketing or learning how games are marketed. I am just focusing on pushing something out to itch.

There was also the art aspects of Pixel Making I did not look into for unity as it was a lot of things to cover. Unity I realis is very huge and can be used to make a lot of apps.

Next Steps

Finish the Game even if its 90% done

Learning to Compromise more in making a project this was learning from this podcast from Thomas Brush and the creator of the First Tree.

Attempt to make a game with more customised assets and maybe 3-5 levels.

Use 3D assets and visual scripting

Find another team mate to make some of the art and programming.

Its hard to do all the product dev and planning blog posts and marketing. I would rather do product dev work and focus on making the game and doing the marketing

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