I was doing the Unity Space Shooter tutorial and got a little carried away with making my own variation. Fortunately (to save you guys from yet another space shooter top down game) in the process I came up with a totally different game with a very simple game play. I call it the Blackholes Game for now. I'm actually a fan of the classic "Chopper" with it's one touch controls that dictates direction of an already moving player object (for mobile phones). I have it working and made some videos of game play. Here are some screenshots. I have two modes so far for both the games. No levels; both are endless. They are NASA themed. I've taken NASA 3D models available in the asset store (I can and will change the models if this is a problem using them but from what I read it's not). I've been focusing on the game play code mainly and learning each day new things. In the first mode "Classic" the lost astronaut is wearing a Manned Maneuvering Unit (MMU) but one side is not working so when he fires his thrust it propels him forward but in a rotation. He has about 7 shots before he is just in space moving following Newton's law of momentum (mind you most of the physics here is total fantasy of course and is only based on maximizing game play) The black holes descend down in waves slowly, as you have to maneuver your way around them. There is a crewlock bag that periodically floats by that you have to get and refuels you for another 7 shots (or whatever the setting is for). You score a point every time one black hole goes past the screen entirely. That's it. That's the game. There's another mode I'm working on that is more comical, "Flatulence" mode the player is without his MMU and has resorted to alternative means of propulsion. I showed Flatulence mode to my 6 yr old nephews and they laughed and really seemed to like it and asking if it will be on the iPhone. Also I am playing it more than I need for test purposes, so both are good signs I think. What I need to do and if anyone can help me or direct me are the following: 1. The black holes. How can I make them more realistic (obviously not real physics here) but maybe look more like black holes. I looked into glass materials here and I found I need to buy the pro version to use it. I was thinking of using a donut mesh around the black hole that will have a glass material and warp the stars behind it. Also I found simulations of real black holes that show how they warp the "space-time" fabric, but not sure if there is a way I can mimmick that here while maintaining the integrity of the game play. 2. Also I need to make an animation showing he's being sucked in. What is a good way to go about this? Transforming him so that he gets stretched out and goes around the horizon line of the black hole before being destroyed and sucked in. What do you think. Suggestions? 3. Need to make a menu and UI. Maybe settings for how many times you can fire the thrust and how much you get for refueling. Or just make it Easy, Normal, and Hard modes. Nasteroids. There are a thousand and one shooter games out there we know, and here I found what I think the best version it can be made as far as basic top down game. I have no intention of going the complex route, but wanted to make a NASA themed game. In the Classic version you not just destroy incoming asteroids but also save lost in space Astronauts to score points and reload weaponry by nabbing rockets and crewlock bags (everything's in the bag I assume lol). The controls haven't been put in yet for any builds and just set up for desktop play. I read that I need to buy the Unity Pro version to use certain controls that require two separate touch controls, is this true? (like on the left the directional controls and then the screen or a button to tap like a mouse click). I will need to change the shot and explosions in this game as they are largely from the tutorial. The "Orbit" mode has the ship orbiting around the Earth and you have to defend Earth from incoming asteroids. The shuttle has been weaponized (of course) but you are limited to number of shots. Periodically a gun representing a reload of weaponry will come around. I am thinking of making the world spin but concerned about the size of such a model. Right now the game build (for each mode with the complex models) is about 10mb so that's not bad I think. So that's it so far. This was supposed to be a practice but I think the game play of black holes (at least) has enough pull for me to want to make it an actual first game. I might just focus on this game if not combining both into one depending how they come along. Thanks for reading. Let me know what you think, and if you have any suggestions (especially) about the black hole improvement and animation I need to get done.