First week of development

As we approach the end of this week, this wraps up our inaugural dive into Unity. I have now, metaphorically, “dipped my toes” into the tides of game development in Unity, and the water feels … nice 🙂 .

Using Unity feels like a breath of fresh air. After only working in IDEs and code for so long, it was invigorating to use a very high-level, sophisticated, and graphical tool that also gives the developer some control by writing their own code scripts. The way Unity set up their framework to facilitate this is impressive.

This first week of development was a good chance for all of our team members to start experimenting and playing around in Unity. I’m confident that we all learned a lot in such a short amount of time.

In my own personal attempt at developing a prototype for our Breakout game, I have been able to set up all the necessary game pieces. I have bricks that are different colors, and each color has a different point value. I might have worked ahead and implemented a scoring system, but it’s a very rough prototype and needs a lot more mesh rendering and polish.

We have a meeting this week to demo each of our individual prototypes and decide what direction we want to take this project. I would also like to implement the concept of limited number of lives, a menu screen, and a game over screen before we demo our projects.

I also need to research how to change to different scenes so that we can start developing new levels, and how to implement ML-Agents in Unity.

It also doesn’t help that I needed to do some last-minute traveling for some things that came up at my job. Luckily, I reached out to the team about my situation and they were understanding.

A sneak peak of what I’ve been cooking up in the laboratory.

“Working on the weekend, like usual.” -Drake

Ciao.

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