Asteroids Postmortom
The Asteroids development didn't progress as expected due to my lack of inspiration. Chapter 2 (page 56) reminds me not to implement combat, racing, and platforming gameplay just because that's already been done, solved, and expected by the audience. It was really helpful since I was stuck with the basic Asteroids frame, which could be less challenging when shooting objects is the only mechanic. Thus, a target system that allows asteroids to approach the player ship was attached as it stimulates more intensive reactions.
Instead of spawning objects directly near the player ship, shout out to Jack sitting next to me during the workshop, I asked him to do the playtest before the feedback. He told me that those actually can be spawned from random areas which provides more operating space for players unlike leaving them no choices when dealing with those frustrating circumstances. All I did is hop to the events, adding an instant force of 'RandomFloatingRange' pixels then it's done as expected.
If possible reinforced level-up system would've been fulfilled since it's vital for long term progression even if it's extremely time consuming. Health of asteroids can be increased, requiring more than one shot to be eliminated. This offers more challenges as chapter 4 (page 97) mentioned challenge is very individualized and is determined by the abilities of the specific player in relationship to the game.
Frankly saying, this prototype was downgraded compared to the last one as no creative artwork was contained but only the rough mechanics. Meanwhile, tons of leaks occurred because of my lack of knowledge about Asteroids development. I will try harder since then by watching additional tutorial videos on YouTube.














