Rotate Space – #30daydev – Fail?

It’s time to be honest with myself around #30daydev. In the 30 day timescales set, Rotate Space came and went, and no matter what I thought, I couldn’t find enough to do in the timescale.

One of the main thoughts about why it would take so long was around getting the behaviour of the ship correct, but in the end, this worked almost straight out of the box. As a result, development was done a lot quicker and if I’m honest, there’s not much else I’d want to do with the game.

I could take it further by add extras, but continually adding extras to a game doesn’t make it better, it just delays the inevitable, and just looks like overkill.

There are other factors to consider when I’m classing this as a fail. The main one is in between, I’ve released a brand new game called ‘Get To The Chopper!‘ which uses the physical controls and behaviours from Mayhem and moulds this into a Choplifter style search and rescue game.

Although this #30daydev wasn’t as successful as I’d like, it was an experience that I enjoyed. It kept me focussed (to a degree), and I’m going to give it another go.

I was already started to delve into Unity and with the release of Unity 5, I am going to do #30daydev on an Arkanoid clone in Unity5. Yes, I know every man and his dog has done an Arkanoid clone, but let’s keep it simple.

Couple that with the release of Unreal Engine 4 for free and I can jump straight from the Unity 30DD to a new one, and see how they stack up against each other.

The Unity #30daydev started on the 10th March, so by the 10th April, I need to have something playable.

Let’s see shall we.

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