A Journey Toward Building a Unity Game Using Q
Our Journey in developing a game for the first time
- Initial Idea: Platforms would be randomly constructed using other Tetris pieces, with each platform featuring a single configuration for the player's piece to fit into—like completing a line in classic Tetris.
- Execution Issues: We struggled to clearly instruct Amazon Q on how to generate these platforms dynamically.
- Visualization Problems: Visualizing the Tetris platforms in 3D proved difficult, leaving us with randomly shaped pieces that lacked cohesion.
- Gameplay Challenges: The flying script made navigation around these platforms frustrating and clunky, further complicating the gameplay experience.
- Pilot your Tetris ship.
- Shoot other Tetris pieces at incoming asteroids.
- Watch the explosions and rack up your score.
- Q as a Partner: From brainstorming ideas to debugging scripts, Q became an integral part of our development process. However, we learned that Q alone couldn’t build the game—it was the creative partnership between Q and human problem-solving that brought it to life.
- Iterate Quickly: Starting small and iterating allowed us to test ideas rapidly. What began as a simple Tetris clone evolved into a unique space shooter because we stayed flexible.
- Simplicity Wins: While it’s tempting to overcomplicate a game, focusing on a single, fun mechanic (shooting Tetris pieces at asteroids) made the experience more engaging.