Phonics Shmup Progress: Caught Up in Unity!

peashooter-unity-caught-upThis is just a quick post to say that I did get the phonics shmup caught up in Unity to where I had it in Godot.* It took me about as much time as I expected, though I didn’t get the work done on the days I expected. It now does everything the Godot version did and has random asteroids floating through as well because I didn’t feel a need to disable them, at least not yet.

Better than that, it’s more or less ready for level loading, so the next part of development is gonna be recording better quality phoneme sounds and doing it for the whole alphabet.

Best of all, you can play it online. I hadn’t figured out how to build for web in Godot yet, but Unity made that easy, too. Left click to shoot, right click to swap disruptor phonemes.

*Actually, now that I think on it, I don’t have even a basic broadcasting graphic on the disruptor. So all but that. Functionally speaking, though, the game is caught up.

Phonics Shmup: Rebuilding in Unity

phonics shmup unityI was thinking about the fact that my students are young and Japanese, and more easily impressed by flashy things than non-flashy ones. I am not a graphic artist, really, so I decided to rebuild my phonics shmup in Unity — the ease of grabbing things from the asset store makes it much easier to create something visually appealing.

I’ve spent the last several days learning Unity, and imagine my luck at finding that one of their introductory tutorials is a space shmup. The assets they provide with it are free to use, too.

If I were planning to sell this game, I would care about using assets from one of Unity’s tutorials; who wants to release a commercial game using assets that most Unity developers will recognize? But I’m not. This is going to be free, intended for educational purposes, and what I really care about is the likelihood that my kids (and the students of anyone else who wants to use it) will want to play it. For that purpose, these graphics are fine.

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