This week I began implementing the asteroid patterns into the code, so that the game spawns asteroids in a predictable way. In the code I created a class for the patterns that saves the data about the position of each asteroid in a given pattern. This allows the code to just ask whatever pattern object, that it is currently using, what position it needs to spawn the next asteroid in. These objects are initialised within an array, which is generated on the scene start, and the code can randomly select one of them from the array whenever it needs a new pattern.

I focused on building the infrastructure this week and was able to implement two patterns so far. However, adding new patterns will be easy in the system that I have created.

I also spoke to the music student that I am working with, and we established that I need a horizontally developed series of loops to play whilst in space that has a high BPM to match the asteroids. A more relaxed track, which would be 30 seconds long, should play when the player is on the planet surface.

I sent over the following resources, to give the music student an idea of what I am looking for.

https://open.spotify.com/playlist/43TxZBQYlD4K4TUsugthmf?si=4cb132826f1641e4

https://drive.google.com/drive/folders/1acazKtov_EEIlh6kcUYfVYC5J7zpir31?usp=sharing

This week we also implemented version control using GitKraken and, after some difficulties with GitLab not interfacing with the university’s private server, GitHub to store our versions. As we are making games, which tend to be very large files, everyone in the class needed to add LFS (large file storage) to their setup. We also added a .gitignore file to the repo, which is where the versions are stored online, that told Git to not upload basic Unity files like those needed to run the engine itself, as these are easy to download separately and would clog up the repo.