
Nuke Whaling
This was bound to be an interesting one from the start, as my first (and, possibly, last) Unity game, after 9 entries in Flashpunk! You can imagine my dismay at discovering the whole Chrome fiasco on the day before the competition started, but by that point I had already committed (both mentally and in Git). Below I’ve listed some of the things I think went well with my game, and some that went not so well.
The Good:
- The music. I’m very pleased with the audio in general this time round, particularly the way the sound of the bomb syncs with the music.
- The aesthetics.
- Aeroplane physics. I may have spent a little too much time on this during the first day, but it was worth it. The plane is affected by lift, drag, and weight, dependent on velocity, engine power, and angle of attack (thanks to NASA).
The Bad:
- The concept. As usual, I began working before I had a real concept, and it took its toll on the direction of the game. Once you get used to the game, it’s very same-y and easy to stay alive (since there’s no real difficulty progression). There’s no real incentive to score points other than bragging rights.
- The code. Not being used to Unity, and being extremely rushed, I wrote a lot of code that should never see the light of day. I was just getting used to writing good code in Flash, but then that wouldn’t be trying something different

The Ugly:
- Unity’s HTML5 export. In an attempt to evade Chrome’s blocked NPAPI, I originally used the HTML5 export in Unity, and I can see why they call it a preview… After taking nearly 10 minutes to export, the build was 20 times the size of my largest Flash game, and several game features were broken. In the end I decided to stick with the webplayer.
- Killer whales. I never got the chance to animate them!
I’m a bit behind on rating, since I’ve been very busy this past week, but I’m looking forward to seeing more of everyone’s games!