Space Shooter: Phase 1 — Framework
Learning Unity in a hands-off environment can be downright exhausting. You can fully expect to spend an hour double and triple checking your code, wondering what phantom change along the way broke your entire project, only to find that a single letter was miscapitalized, sending everything into mayhem.
Of course, the silver lining to GameDevHQ’s hands-off approach to Unity instruction is the pay-off when you type a few lines of code, knowing it’ll work, and it just works. It just works, and the sense of accomplishment following these moments of realization is only empowered by every ounce of frustration you felt along the way.
At four days in, embarrassingly enough, I’m finally regaining what once felt like a natural understanding of basic Unity & C# Language. Today was long, but things were clicking. How could I walk away from that? Those like me who enjoy applying creativity to their work will find a bounty in the upcoming Framework and Core Programming sections. Be reasonable, but don’t be afraid to get lost in your projects! The elbow grease can pay in dividends.
Below, my attempt at some of the features requested in the Framework Section of 2D Game Development.