This is finally the release of the game!
Of the top I can tell you It is nothing special. As mentioned in the original post, the idea was to do something from start to finish, get all my processes down and see areas of improvement.
I learnt a lot about my build process and programming that I have taken on board.
PROTOTYPES. Prototype ideas going forward and get onto user testing much earlier. It drives the feedback process which feeds the development process int he right direction - and really, looks to see if your idea is worth developing at all.
Also, many programming principles would have helped in hindsight but I am glad I went through it.
OBSERVERS. Using Unity delegates to implement observers everywhere saves a lot of time and memory and makes sense in game engine programming. With the design in my new game I simply approach each object and let them tell the world 'hey I just did this, who wants to know?' However because I like them, I might now be going overboard :)
BDD FIRST. Right now this is a preference and something I never did for this game. Maybe it is not something I would continue to do next time, but doing this for my next game has helped me design the code first and implement the prototype much faster. If you are not sure what I mean, think user specs. I wrote them in classic gherkin/cucumber style.
HUMBLE. Accept valid constructive criticism and take a step back from the code to think it through. I tried EVERY bloodie idea I came up with early on. I would spend some hours enforcing my idea into unity only to have it turn out crap and I would throw it away. Sure - I needed to do it, but diving in head first is not a good way to program. Plan, storyboard, and think about the code.
AGILE. Agile process is lord. Especially during the testing phase! This encouraged the behaviour I mentioned above when I talked about taking a step back and storyboarding stuff.
My second game has gone from design to prototype ready for user testing in about 4 weeks with a vastly improved code base. I am pretty happy so far.
For Robot Rescue - there is a lot of 'developer design' stuff here, so next time I will get the right people involved to help with the UI and overall design.
Download have a play, and I hope you enjoy it.