Development Log

Development Log
Week 1
In my first week I decided the best course of action would be to learn how to use Unity comfortably so that I wouldn't be forced to waste time later in development learning how to use simple features in Unity. By following and adapting tutorials and Unity forum posts, we built a first prototype for the game that shows and includes the core mechanics of what would later be the final product.
Oliver, our programmer, & I spent this first week dividing the programming and paperwork between the two of us, whilst Josh, our artist, was responsible for creating concept art and early prototype art for us to implement.

Week 2
Week 2 for myself was mostly about adding and solidifying all important game features that could be easily transferred over to all later prototypes. Features like collisions, box physics, door physics and Z-layering. This was also an important stage for myself as I decided to teach myself how to confidently read and edit C# programs, so that I would become more helpful and efficient in later game development.

Week 3
In week 3 I began working on effectively transferring between the Level 1 'room' and the Level 2 'room'. I tried to achieve this many ways - by loading scenes, having the player run down a corridor between the rooms and by attempting to fade or teleport the player into the next room etc. But unfortunately I could not find a way to get these transitions to a high enough standard to implement into the prototype yet. I finished the week by creating a functioning main menu that could be taken to a 'Controls' screen or to the game itself.
Basic Corridor
Week 4
Week 4 was where I implemented a working, but not final, spawning mechanic for enemies that caused them to spawn at set intervals on top of the boxes in the level. The shooting mechanic was finalised and transferred to my version of prototype 3, meaning we now had a displayable prototype from a mechanical aspect.
Week 5
In Week 5 we implemented the enemy death mechanics, player health, player score and a reset system. Meaning at this point in time we had a playable game that was of a high enough standard to be play-tested and given feedback on. It was at this point I created and updated all 'To Do' lists, feedback sheets and created our 'Priority' list. The priority list helped determine what should be worked upon next for each team member in upcoming prototypes.
Week 6
Week 6 was very important for myself as this was the week I received and formatted all the feedback on our prototype game. This told me and our team exactly what we needed to do to make the game as polished, functional and enjoyable as possible.


Week 7
This week was all about bug-fixing and applying the final touches to the game, such as using the temporary health bar sprites our programmer made for me to program and implement the visual representation of player health into the game. Unfortunately for myself I had to spend a large amount of time fixing my PC and recovering the Unity files.
Week 8
In week 8 we finalised, built and submitted the game for moderation. A lot of time and effort went into the finalisation, particularly the bug-fixing. The game is now ready to be showcased and documentation is being kept finalised for Week 9.


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