First things first, Happy 4th of July to our United States of America friends! This is less a development log update and more of a administrative-type update. I've started tracking ideas and things I'm planning for Fasteroids on a Trello board: https://trello.com/b/z67tqsLC. I've made the board publicly visible. For the moment I plan to continue posting updates here as well since it gives a better venue for more thoroughly explaining ideas.
Development continued a bit this week on Fasteroids. After a bit of a false start I've now implemented an extra life every so often, I'm not saying when so I don't spoil it. I also tided up spawning code as implemented in the Shaun Spalding videos, using a for loop rather than just creating several instances. This made it easier to implement more difficult levels. If you look at the screenshot you'll notice I made it all the way to wave 20 (of course this is with the extra levels implemented).
I'd planned on implementing a bit more this long weekend but life got in the way.
The other day I was reading some comments on a Youtube video about how bad Seagate hard drives are. The comments cited a study done in 2015 by cloud storage company Backblaze. Backblaze studied drives used in their storage environment over a period of 2 years. Their sample size was very large: 49,056 drives. In that study certain models of Seagate drives had an extraordinarily high rate of failure compared to other drives in the list.
Somehow I managed to squeeze a bit of development into this evening (thanks Maria for letting me work) and I came up with a simple menu. At the moment only the Play and Quit options work, the other items are placeholders until I can get a bit more time. I worked until 7pm this evening, so coming home to a cooked dinner then being able to spend an hour working on Fasteroids is a blessing.
I managed to test the Linux binary on a Xubuntu 16.04 system this afternoon. There was no issues other than the typical issue I have occasionally with USB headsets (1/8 inch plug headset worked).
I implemented a few more things this evening: after so many levels the smaller asteroids split up into even smaller asteroids, which are worth more points, but are harder to hit. At first I thought it might be boring for people to track down the tiny asteroids, and this is somewhat true if you just sit in one spot. What I found was that I used the thrusters to move around more in order to target the smaller asteroids. I think this offsets the boring part, it forces those who try to play it safe to actually move.