It’s been a little while since I wrote a blog on my coding endeavor, so I will be continuing from where I had last left off in my previous writing.

So last I wrote I had finally functionally added the shield lives to the UI to be displayed and correctly removed as the lives of the shield went down.

This time I decided to go a step further and also add in a visual change to the shield color to be in tandem with the shield’s lives displayed.

The shield color I got to change with the lives left…


This pretty much had me twisted for several days, trying to figure out just how to get my shields working on my spaceship with how to code for both the “Player” script and the “UIManager”.

I had all kinds of thoughts going through my head at firsts, trying to piece together how to make the logic sequences work (being that it was Christmas weekend, I didn’t really want to ask for help but really get this one under my belt).

So after struggling through this challenge, I started asking myself questions to help me get in the right direction. Questions…


Today, as I was working on the first couple of challenges of implementing thrusters activating on holding the shift key and putting a shield life indicator up on the UI manager (then getting that to work with the shield function on the “Player”), I realized that my previous day's issue of the lasers shooting after the enemy had died came back…So I’m going to have to revisit that, as I don’t want to have any bugs in my game (Perhaps I will work on it tomorrow during Christmas…It’ll at least give me something to do).

Putting up the thrusters was…


Today as I am getting towards the final goal of Phase 1 & 2 work (which is basically me being tested on what I am able to do with regards to coding), I came across my final challenge that I had to deal with before getting towards the Phases (or quiz-like challenges).

But before that, regarding yesterday's issue with the enemy still being able to fire even after the explosion sequence, I was finally able to get it to stop. I was trying to run with an IEnumerator coroutine which had the enemy firing at random intervals of 3–7 seconds…


Today was actually a decent day in what I was able to get done. Though of course, it was not without its challenges in what I am able to do (as it is very normal for me still to struggle through my coding).

For today I was able to get through most of my shooting “Extras” section without too many problems. And the ones I did I got through…

Except for this one…

I have been stuck on getting my enemy’s lasers shot at the player to not stop shooting after it has been destroyed by the player.

<iframe width=”560"…


Today’s challenge didn’t hit me until a little before our group meeting today with the AudioSource for my explosions today.

But before that, I actually used a different method to have the laser audio clip play whenever my Player shot. Instead of adding the AudioSource component to the Player in the hierarchy, I did this:

[serializefield]
private audiosource _laserShotClip;

//then under my firelaser method

_laserShotClip.Play();

Which if different from how Jon showed us how to make the coding work. My issue was trying to do the same with the explosions, and though I have my AudioSource component set up right…


Nothing spectacular of course, but I am beginning to see the results of doing my best to understand all the challenges that have been given thus far.

Today I finally finished getting the effects up, though I did have was issue with my save. To which I’ll just shortly say that I did not save my project correctly. …


Unfortunately, Unity crashed on my computer today. I didn’t lose too much work, but I really should save more often and frequently so that this doesn’t happen again. Lesson learned.

So, today I had to make the lasers be able to shoot the asteroid and make it explode at the same time. For the longest time, I could not get it to work. The asteroid was a ghost to my lasers. I had the collider method up, I called out the lasers in tag form “(other.tag (“Laser”)” on, I made sure that the gameObject would be destroyed (asteroid), and I…


I can’t tell you how relieved I am to have finally completed the User Interface section. I was mulling over the coding and why it works the way it does for days, trying to understand it so I would be able to use it/recall it without having to go through the same challenges. But none the less, “It will kill”! No, I mean it works! It bloody works. It feels so good to have this accomplishment (albeit a small one).

[That quote is from one of my favorite shows “Forged In Fire”]

Completing the UI, I was able to move…


Unfortunately this weekend I ended up with a cold (not Covid) so have been still a little groggy today, but I still did my best to push through my daily challenges of being able to critically think through my next steps in what is needed next for my space shooter 2D game to progress.

In the same fashion as my previous days, today is no exception to the growth and development GameDevHQ’s courses are forcing me to do each and every day.

Today’s challenge was figuring out what to use to add scenes and recall/restart them (my challenge was to…

Ikaika Mossman

Learning a new skill to be able to become a gaming software developer.

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