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Hi IndieDB!

I've decided to pick up an old project - Classic Asteroids Remake!

Project itself is developed in Unity3D, as a 2.5D game (a 2D gameplay style, with 3D objects). It focuses on a starship (more a space fighter, actually) control in an asteroid field - player's task is to avoid and destroy anything that threatens his survival. So I'm planning couple game modes: simple avoidance, collecting items, scoring as many destroyed asteroids as possible, even battles against AI opponents. Most of this I already have implemented in a way, that should be quite easy to extend... and this blog is about that: I want to document development process, application structure and my own ideas I've come up with, while writing this game (and learning to program at the same time).

So things I will be writing about: gameplay mode management, scoring system, physically based object movement, modular asset management (creating ships with different engines, weapons, visual FX, etc.), extendible AI design. Most of it - already implemented.

The project started in 2015 (written in about two months of free time) and picked up in 2016 (another month of time - refactored code to event based design and AI design). I want to share what I learned and hear your opinions what could've been done better.

I'm also designing graphics on my own (Blender3D) and I will surely write couple words about that too. The only part not created by me would be the SFX - I'm going to use available free soundtracks or maybe will buy some assets if needed.

The biggest and one of the most important thing is control. I want player to have fun playing this game on touch device (so classing controls won't apply here). It's quite challanging to balance controls to give player freedom, let him use his skill to steer and aim. I think I found that balance - game will require good planning, awarness, skill to achieve goals. All that with single finger. How? I'll surely write about that too.

And those controls will be possible thanks to physically driven environment - all objects will be rigidbodies, collisions will be shape-based, explosions will add force. I said physical driven... but that does not mean physical correct. Yes, I decided to apply some simplifications: player units will have inertia, like they should have in space... but their velocity will dampen over time. This is unfortunately required to keep the gameplay fun in conditions I planned for various scenarios and control type. This is part of the control balance I talked about.

Well, enough talking, this is working demo of those things I talked about. Some of the assets, UI elements are placeholders, test elements. Some objects use oboselete textures, so don't focus on that ;)

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