From 37cbc9dad2d93afd4ed39d9dc20b560d79a77b97 Mon Sep 17 00:00:00 2001 From: Zachary Vance Date: Thu, 6 Jul 2023 14:08:13 -0400 Subject: [PATCH] Remove image --- hack-a-day-rules.md | 2 -- 1 file changed, 2 deletions(-) diff --git a/hack-a-day-rules.md b/hack-a-day-rules.md index ed69dcc..d0c95f5 100644 --- a/hack-a-day-rules.md +++ b/hack-a-day-rules.md @@ -73,8 +73,6 @@ The fourth day was my first failure. I checked out something called the [zero ho *Well!* I thought to myself. *If they can make a game in 1 hour, surely I can just exactly copy what they do in one whole day.* Oh boy, was I wrong. I got nowhere near done. But at the end of the day, I had Unity installed (mostly) and had gotten some ice cubes to appear on screen and fall. I wouldn't call it a game by any means, but it was kilometers ahead of anything I had gotten to work in Unity before, so I called it a huge success (even if I was secretly a little disappointed). -[![Hack-An-Asteroid](https://za3k.com/img/hackaday07.png)](https://tilde.za3k.com/hackaday/asteroid) - Hack-An-Icecube On day 5, I thought to myself. Should I finish the project from the day before? No, I decided. If I kept working on failures, I'd spend all my time on the projects I was worst at. Instead, I'd just fail and learn from it. But I still wanted to make a game in Unity, so I did. I wrote an *Asteroids* clone, where you fly around a spaceship and shoot asteroids. -- 2.47.3