DevLog: Week 13 2D Arcade

This week was all about the "Game Jam" philosophy: rapid, high-intensity development focused on creating a small but complete loop. Using the core engine features I’ve mastered over the last 12 weeks, I explored two classic arcade genres, the Physics-based Shooter (Asteroids) and the Precision Platformer.

The goal was to prove that I could produce a "Minimum Viable Product" (MVP) that is polished, bug-free, and mechanically sound in a fraction of the usual development time.

1. Prototype A: Physics-Driven "Asteroids" Logic

To build an Asteroids clone, I focused on Vector Math and Object Management:

  • Wrap-Around Logic: I engineered a screen-wrapping system where objects exiting the top of the viewport are instantly re-positioned at the bottom using ViewportToWorldPoint calculations.

  • Momentum-Based Control: Utilizing the Rigidbody2D knowledge from Week 12, I implemented "drift" mechanics. The ship doesn't just move; it builds and maintains thrust, requiring the player to counter-steer to change direction.

  • Procedural Destruction: I used an instantiation system to spawn smaller "debris" fragments whenever a large asteroid is destroyed, ensuring the score and difficulty scale dynamically.

2. Prototype B: Precision 2D Platforming

For the platformer, the focus shifted to State Logic and Level Flow:

  • Refined Input Handling: I implemented a "Coyote Time" and "Jump Buffering" system. These are small coding "tricks" that make platforming feel much more responsive and forgiving for the player.

  • Tilemap Workflow: I utilized the Unity Tilemap system to rapidly design levels. This is a crucial professional skill for 2D production, allowing for the quick painting of environments that automatically handle collision.

  • Modular Hazard System: I created a reusable "Damage" script that can be applied to spikes, pits, or enemies, triggering a level reset via a centralized Game Manager.

Reflection: The Power of Scoping

"Game Jamming" taught me the importance of Scope. In a short production cycle, you can't build everything, so you must build the right things. By focusing on a tight core loop, shoot, move, or jump and ensuring the "Game Feel" is perfect, I was able to create two complete prototypes that feel like actual games rather than just technical exercises.

For my portfolio, this demonstrates my ability to work under pressure and deliver functional results within tight deadlines a scenario common in professional "sprint" environments.

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DevLog: Week 12 Physics and Control