I’m a little late in posting this, but my day 2 was interrupted by this pesky thing called “Real Life”. I guess it’s technically day 3 of the contest, but for me it’s my second day of actually getting to play around with things and the first day of REAL development.
So far, Unity has been a joy to work with. It has a simple and intuitive interface and I’ve been able to find documentation on almost everything that I’ve wanted to do. It’s easy to tell that OUYA is just coming online with Unity, as there are still some hiccups here and there, but it’s really playing pretty nicely so far. Just set up an android project, make a few adjustments and you’re in!
My basic project is all set up (using my very own OUYA developer id, game name, icon, and everything) and I’m mostly working in the main game scene at this point. I’ve got a couple of ships rendering on-screen, each controlled by one of the thumbsticks on the same controller. There’s now a star field and some basic particle effects. Before I call it a night, I’m going to add simple collision to the edge of the gameplay area (so the player can’t go off-screen) and probably get to work on creating some bullets and weapons.
In the end, I want at least ONE playable level, roughly 2-3 minutes in length, with a variety of obstacles for the player. My priorities going forward are as such:
- Bullets/Weapons (in multiple types/colors)
- Enemies/Enemy AI
- Bullet Patterns for enemies and player ships (spread shot, etc)
- Obstacles/Environmental Hazards
- Level implementation
- Explosions + sweet particle effects
- Music/Sound effects
- User Interface and Menu work
- A Boss
- Randomized levels
- Experience system/upgrades
This means I have to knock off more than one of these per day for the next 7 days. Gonna be busy! I know I promised screens/video, but that’s gonna have to wait til tomorrow, at least. Wish me continued luck!