Inspirations:
When giving the prompt simulating the mundane, an idea was suggested that lead to the games creation. This was to take an interesting setting and tone it down into something mundane.
This led me to the idea of a dungeon cleaning game.
The premise involves performing a dungeon report in a cleared dungeon. The player is tasked with retrieving artefacts and cleaning blood spills. The player is rewarded for doing the job quickly but also the quality of the work done.
What went well:
Working with a low scope, I could limit overall interactions to ensure the core mechanics I had planned could be implemented and work.
Using interfaces made adding new stage props significantly faster and cheaper.
Challenges:
Challenges arose along the way with the character being able to move during cleaning moments. This unexpected movement would lead to an exploit that allowed for much faster clear times.
Fortunately the solution was quickly solved when breaking down the issue. Once broken down , the solution came out to utilising a toggle system to disabled movement input reads until the task was completed.
Lessons:
This helped me get more familiar with the Unity Engine. The use of interfaces was just as critical to the success of this project as the manageable scope and improved scheduling for projects.
If I were to revisit the game, I'd make the game rely less on the UI for updates, opting instead to use pop-ups and little reaction icons to interact more directly with players during playtime.