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"

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