Antillery Devlog #3
Unity Package Selection
Why Package Planning Matters
Unity offers a wide range of optional packages. While powerful, not all are suitable for a short-cycle, solo-developed game. Prioritizing stable, well-documented packages helps reduce project risk and unnecessary bloat. This post outlines the packages I'm currently planning to use or explore.
Core Packages (In Use)
Input System
Used for managing per-player control bindings and input events across gamepads and keyboard.
TextMeshPro
Used for UI overlays including player indicators, timers, and HUD elements.
URP (Universal Render Pipeline)
Chosen for its lightweight 2D rendering, built-in support for Shader Graph, and easy post-processing.
Nice-to-Have Packages
Optional Packages Being Considered
- Cinemachine
Could simplify smooth camera motion and camera shake effects when tools impact terrain.- SpriteShape
May be used for terrain embellishments or border smoothing depending on performance and visual needs.- Shader Graph
Likely to be used for weapon effects, impact visuals, or terrain interactions.- 2D Pixel Perfect
Could help enforce pixel scale if the final art direction leans heavily retro.
These packages will be added only if they serve a specific need that arises during development. Each introduces its own learning curve and potential issues, so I'm being selective about implementation.
Packages I'm Avoiding
Packages Not Needed for This Project
- DOTS Entity System
Not needed. The game will have 8–16 player-controlled entities and no AI or large-scale simulation.- Netcode for GameObjects
Antillery is local-only. Network syncing would introduce unnecessary complexity for this project.- Timeline
No planned cutscenes or timeline-based animation sequences.- AI Navigation
No pathfinding or agent-based AI is planned.
Package Strategy Summary
Antillery's codebase is being built with modularity and minimalism in mind. Every package added should either save time, increase clarity, or enable a core gameplay feature. Any that introduce more maintenance or risk than benefit are intentionally left out.
In future posts, I'll cover how these packages integrate into systems like turn management, terrain modification, and UI.