So I’ve made another game. This one has an awesome title that definitely came first. Chicken Fokkers is out now, and you can download it for Android here:
https://play.google.com/store/apps/details?id=com.DavidDickBall.ChickenFokkers&hl=en
Here’s a promo video I created for the launch:
I got the idea of this game when visiting an air display at RAF Scampton with my Dad & brother. I already knew I wanted to make a 2-player game that works as a duel, like BotSumo, and it had to use physics and forces. But this time I really wanted to use Unity’s 2D controls.
I managed to get this game finished in under 3 months, which for me is a record for making a Unity game. Especially as I’m only doing this in my spare time as a hobby.
What I’ve learned
This project was really about concreting the Unity knowledge I’ve learned recently, and actually putting it into a game that has a chance of being released this decade – Solburn Cluster looks like a mammoth that I can’t see the end of right now, so it was nice to work on something self-contained.
- 2D is marginally easier than 3D. When dealing with angles it’s a bit easier, but in all honesty you have to learn mostly the same stuff anyway.
- C# really isn’t that much more complicated than JavaScript. I avoided it unnecessarily, and now regret it.
- I’m loving Adobe Animate (previously Flash) for creating assets. I have to export it as SVG, open in Illustrator and export to PNG though, which gives nicer, crisper images for some reason.
- I can apply the same rules for retina images to sprites. I make them double-sized, to be confident they’ll look good on high-res screens.
- I tried for a long time to make Physics2DLineCast work, before abandoning to use a box collider instead. Honestly, I prefer that because I can see where the collider is, instead of the invisible linecast.
- I’ve figured out how to easily make objects detach by giving them a trigger, measuring the velocity of anything entering, spawning a new identical object (with a Rigidbody), and hiding the original. I’ve done this for the wheel which pops off if hit:
- I think this was the first time I’ve created a progress bar. I used this tutorial. It was really easy!
- I had to figure out how to make the pitch of the engine sound change when the plane climbed and fell. I used a repeating engine sound effect from Unity’s standard assets (I was really struggling to find one elsewhere!), and changed the pitch depending on the angle. Took a fair amount of tweaking.
Here’s a link to the game in the Google Play store. If you really want to help me out, please download and leave a review.
https://play.google.com/store/apps/details?id=com.DavidDickBall.ChickenFokkers