Having the basic mechanics implemented, we can now juice it! First, we'll replace our red bouncy balls with hot fireballs. Then, we'll replace our ground plane and wall with a more graphic 3D artwork skull platform, and we can turn this into a rhythm beat game by synchronizing the balls to music!
The term juice it for game design was popularized by Jonasson and Purho in their presentation talk from 2012, Juice it or lose it—a talk by Martin Jonasson & Petri Purho (https://www.youtube.com/watch?v=Fy0aCDmgnxg). A juicy game feels alive and responds to everything you do, with tons of cascading action and response for minimal user input.
Great balls of fire
Let's change the balls from being red bouncy balls to balls of fire! Instead of mesh geometry, we will use a Particle Systemto render it. There are a lot of ways to get particle effects into your Unity project. If you recall, inChapter 4,UsingGaze-Based Control...