Project 1: Space Shooter

Why prototype without assets?

A short retrospective

Eero Saarinen

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Guess someone forgot to turn of gravity at one point…

Thus far I have made my game without any fancy graphics, just some basic objects to illustrate different parts of the game. I’ve done this so that I can concentrate fully on the core mechanics of the game. How the player moves, how to shoot lasers, or how to spawn enemies. All these have had their own obstacles to climb over, issues to deal with and problems to solve.

Not only that, I also had to learn a lot of new things. Like variables, if-statements, coroutines, or just generally learning my way through Unity, how it functions, keyboard shortcuts and so on.

What has helped me in this, is the fact that I didn’t have to worry about how it looks, or if the objects work correctly, because they were the default objects provided by Unity. All I had to do was to add the scripts to them, and the functionality that I wanted them to have, and test if they work as intended.

In short, using the bare minimum of objects needed gives the developer more time to focus on how the game works. That being said, it does look nice when you add some assets to your game…

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