Devlog week #8 - Unity 1st Prototype


Hello men and women from Earth and Space,

This week, we developed our first baby in Unity. We delievered the basic movement controlls, the adding/removing ship components mechanic via Building Menu, our first kind of enemy, the enemy and asteroids zones and we implemented our first quest.

People really loved playing our first iteration but we realized some decisions needed polish: the movement of the ship and the building menu.

The ship movement is pressing WS to move forward and back, and AD to rotate the ship without leaving the point. If you combine both, you get a cool slide effect but that is not efficient when the player wants to dodge or move around obstacles (lack of precision). We are reviewing other types of movements to implement, with 'Asteroids' from 1979 being the main inspiration.

The building menu had some problems. It was not responsive, when a player wants to create a module they have to drag the module on the grid, and the grid wasn't showing anything so the player (not knowing the game) felt a bit lost and failed some attempts to drop the new module on the grid (also the size of this drop was larger than the grid cells - not intuitive). We already fixed the building menu: we resized the dropable component to be the same size of the grid cells and we made the hovered cell green if the player has the permission to drop the new module there.  

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