/ #Dev Diary 

GGO17 - Day 20

I was working until about 01:00 or 02:00 on Sunday morning to get everything in the Day 18 update done, so I ended up not getting a hell of a lot done on Sunday… It was mostly just sleeping and winning at Fortnite Battle Royale for the first time - Sas died early in that particular game, so he was the little angel on my shoulder saying - run don’t fight!

My prediction of impending boredom wasn’t wrong though, just late by a day… The struggle today was not the work being difficult, but rather that it was difficult to stay awake while doing it. I’m happy with the results though, we have a basic game over screen and a template for persisting things between scenes:

Points and stats!

We had a bit of a conversation about how we’re structuring our code… Yes, singletons are evil, but I opted for the Unity version of a singleton to keep data alive between scenes anyway (as explained in this video tutorial). It might go against software engineering best practices, but as Sas said in the conclusion of our conversation: this is a jam - if it works it’s fine…

Obviously if you’re building something more complex that you’re going to be working on for longer it would be worth it to take the time and come up with some patterns to use in Unity that will result in less spaghetti code further down the line (for example DDD + MVP from our LD38).

Author

Matt Van Der Westhuizen

Back-end service developer at Ubisoft Blue Byte by day - wannabe game designer & developer by night.