I originally built "Space Game" with a team during a Prime Gaming hackathon in October 2022. The stated goal of the hackathon was to make software to improve Prime Gaming as a whole, but it sort of turned into a game jam as one of the prompts encouraged making a casual web game similar to Wordle. I of course needed no further excuse to get paid to make a game for a week!
After we were randomly sorted into teams, I pitched the idea of a "Game Mode" dropdown on the PG website that could turn the entire website into one of a selection of mini games, similar to the famous Google Doodles or the old Homestar Runner games menu. As a first mini game option, I pitched a side scroller game where players control a spaceship "hunting for deals" physically floating in space, all while dodging asteroids (which they could push with a sort of "impulse beam"), worm-like aliens, and pirates trying to steal the deals.
The team agreed to work on this idea, and to use the Unity Engine to make a web game. We went with a classic arcade, pixelated look, though some of the free images we found were higher-resolution. There were four of us, but all of us were programmers, which posed a unique challenge compared to game jam teams that I had joined before. Moreover, one team member was on-call and not able to devote much attention to the hackathon, while the other two were inexperienced with Unity and gamedev in general. Thus, they mainly found free assets to use for the sprites and sound effects, or made sprites with Pixilart, while I did almost all of the gameplay programming and Unity scene setup!
I was super pleased with how well the game came together by applying best practices like event-driven programming, dependency injection, data-driven design, etc.—particularly the game's floating head enemies, which I put together in the last 24 hours! The following summer, I adapted the game for a talk at GDEX 2023: Live Demo: Building an Interactive Enemy.
I am proud of several of my technical/design decisions while building this game:
:hyper-bezos:
that was basically an image of Jeff Bezos laughing with glowing red eyes. Using it was an inside joke for the hackathon.
I animated the image's mouth, got it to shoot lasers out of its eyes on a timer that were always pointed at the player and could collide with asteroids,
and gave it AI to chase the player at a distance within a region of the map defined by a 2D MeshCollider,
returning to one of several "guard points" in that region when the player exited it to give the impression
of the monster "retreating" ominously back into space.
I did not have time to implement an object pool for the laser bolts, but that would've been my next optimization.