For this week, we focused on pitching our ideas to the team and coming up with one for our project. Unfortunately, I missed meeting due to having another class at the same time so I lost many information. I wasn't able to contribute much to the team work this week, but I will catch up with the work in the following weeks.
This week, our team shifted away from our original fishing game idea to a food delivery game with a grappling hook and parkour run as the core mechanic. As a team, we discussed and settled on the core mechanics, theme, and back story of our food delivery game. I set up the tasks on ClickUp for this week and the two upcoming weeks. I also set up a Trello board with rough tasks for all 10 weeks of the quarter. I was also helping the team to fill out the first version of our GDD.
This week, our team focused on creating the core functions, basic Uis, and artwork for our game. I mainly worked on adding the UI for the Win & Lose screen, timer, and a star rating system for the delivery. I also helped with refining the tutorial level of our game. We also set up our project on Perforce, but we were having a lot of issues when working together and merging our changes to the project.
This week, we focused on the level design of our game. As a level designer, I learned about using Unity's package called proBuilder to create a mockup level for our game. We were also facing many problems with Perforce, so as a team, we decided to switch to PlasticSCM as our version control.
This week, our team made another shift of our game idea. We are shifting away from make our game level based to a game with a bigger map and a bigger game loop because we were having a hard time coming up ideas for the food abilities. My job in particular this week was to update the star rating system with the food quality, generate building system(manually) to replace cubes in the prototype, send our games and survey for 3 people to test play and fill up my personal blog for the previous weeks.
This week we are fulfilling our game with the new idea from last week. As a level designer on the team, I designed 4 paths for our main level. I also worked on building the main functionality of our game which was to add the money calculating system to each shift. Modified the in-game UI to show player's goal and payout and the win and lose screens for the results to decide whether the player is able to continue to next shift.
This week, I along with other level designers focused on refining the difficulties of our levels (paths). I designed a easy, medium, and hard difficulty level for each jump, wall run and grapple obstacles, in a total of 9 paths. Besides that, I also started working on the function for scene reset to save player's stats when they move to the next shift.
This week, our team decided to make some changes to our map to make it more interesting and extendable. I worked on a proof of concept prototype of the map layout and presented it to our level design team, and it was chosen for our team to move forward with the new map layout. After Michael put all of our idea for the new map layout together, I worked on the new paths assigned to me by using the paths I designed last week and some new ones I made this week. I also finished the scene reset function to be used on any game objects we want to save their data when the game resets and prevents duplicates from being created.
This week we are wrapping up the game for the final presentation. I worked on the level transition and app flow to make sure the game loop is complete without stopping the game. I also worked on creating the background of the menu page by using a camera rotator to render around the city.
For this week, our focus was to wrap up our project for the presentation and the documentations. I and other level designers worked together to fill up all of the level design aspect of our game thorughout the term in the GDD.