So about a year ago I was working on this module of the course. Actually, I’d already moved-on to the Argon-Assault work, when my computer fried. To get back into the swing of things, I decided to redux the Boost chapter. Here’s a peek at what I’d created then:
While I still have my project files from last year, I decided to tackle this project with a fresh start. There’s still a lot to be done, to be sure, but I’m really happy with the foundation I’ve got so far. Here I am, solidly in the “prototype” phase:
And as usual, some of the project files are available via GitHub. I’ve also decided to upload the prototype to itch.io:
https://jackdraak.itch.io/bubble-boost
Some of the lessons I’ve learned here:
Sometimes simple is just better. Case in point: my landscape features in this level are: spheres. In a single texture variety. To differentiate them, they come in a variety of sizes, and some bulge over here, while others… they bulge over there. Seriously, though. For the time involved, and the exceptional functionality of landscape that’s super-easy to setup with colliders, the payoff in a clean yet organic aesthetic is hard to beat.
No matter what I’m coding, I always find excuses to go back and re-use or better-yet re-create things I’ve done before that worked well. In this case I found myself again using the:
bool debugMode = Debug.isDebugBuild;
trick… Oh so handy!
I try to go back and do some code tidying every so often (after a feature or two get added). Sometimes it’s as simple as doing a RENAME on a variable or function to make the code more readable (I try to use as few comments as needed, instead writing code with variable names and function calls that are as contextually self-explanatory as feasible.) I’m probably a bit anal with my tidying, but it makes it so much easier to work on source code files that are hundreds of lines long.
I find the more of these projects I work on, the more easily and able I am to get ideas out of my head and into the Unity Editor (and Visual Studio).