It's hard to have a full time job as a security engineer at SAIC and at the same time have an obsession with programming this game. However, sometimes it's good to take a break from the actual doing and just read. So on my lunch hour I look at the unity blogs and the unify wiki. Today I was reading about how to set up hi-scores, using a php data base. More on that later though, when I figure it out.
So last post I said that I had created a list of things to do. Today I worked on that list and I have already started to add to it. But as my brother says, "you need a plan to deviate from" (he's a marine).
So today I worked on the ShipUpdate, but I also attached another game object to the ship and put added the ShipControl script.
I decided to take the user inputs in a completely separate script from the ShipUpdate script, so that when I ready to put this game on other platforms, the only script I will have to modify is that one.
Monday, October 18, 2010
Friday, October 15, 2010
Ultimate Asteroid Apocalypse 2, Planning & Lessons Learned
I have begun development of UAA2 by creating a new project in Unity3. I learned a lot of lessons programming the first one and I plan to apply that experience to UAA2.
When I programmed the first UAA, I just sort of went right to it. Consequently I have files and scripts all over the place. For UAA2 I plan to keep only the scripts and graphics I need and be disciplined about storing files in appropriate folders.
Also before I even started programming tonight I made a very detailed list of tasks I wanted to accomplish. For instance for the spaceship Olympus will require a Start Script, an Update Script, and a Collision Script.
In UAA1 the ship icon located in the map is always in my Hierarchy, but now I will use the Start Script to instantiate a map icon prefab. This is the kind of change that will not be noticable to the end user but it will help keep my Hierarchy Tab clear of unnecessary clutter.
Here is a link to the list I created "The List"
When I programmed the first UAA, I just sort of went right to it. Consequently I have files and scripts all over the place. For UAA2 I plan to keep only the scripts and graphics I need and be disciplined about storing files in appropriate folders.
Also before I even started programming tonight I made a very detailed list of tasks I wanted to accomplish. For instance for the spaceship Olympus will require a Start Script, an Update Script, and a Collision Script.
In UAA1 the ship icon located in the map is always in my Hierarchy, but now I will use the Start Script to instantiate a map icon prefab. This is the kind of change that will not be noticable to the end user but it will help keep my Hierarchy Tab clear of unnecessary clutter.
Here is a link to the list I created "The List"
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