Best practices for a 2D tile based mobile game
I'm in the early stages of building a 2D game with Unity that targets iOS and Android. I have a couple of concepts that are confusing me and I could use some help to clear them up.
Basically, the game is as follows. (Game is played in portrait only)
The user controls an object (a sprite) and is able to drag them left and right.
Obstacles will be spawned from the top of the screen, and fall towards the player.
I'd like there to be a fixed number of spaces that the obstacles should spawn in (horizontally) and however many can fit vertically. Let's say I want 10 spaces horizontally for an example.
Are there any problems with my thinking? What happens on phones with different resolutions, or a tablet for instance? Would the spaces just stretch to fit the screen, each taking up 10% of the width? Would the sprites just be stretched to fit the size of the space?
Sorry if this question is confusing, but I'm having trouble trying to visualize this.
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