Week 1
Working on the Google site to make the layout better!
Week 2 - Worked on Mech Combat System. Added and updated scripts so right now the system works on console.
Week 3 - Working on Mech Combat Refinements
Week 4 - Completed Mech combat refinements. The actions work with buttons and enemy is spamming punch.
Week 5 - Got sick couldn't do much. Getting better and starting to follow up with the team.
Week 6 - Started working on playtesting as an engineer and making notes of the issues which needs to be fixed.
Week 7 - Playtested the game for a good amount of time and added stuff like the time its taking for the engineer to reach each limb with a charged battery, some issues faced while playing and things which we can improve.
Week 8 - Added a Scoremanager with score UI placeholder.
Week 9 - Worked on the arms this week. Built the levels for both upper and lowers arms using the new models for the final build. For the thursday build made the levels in pro builder which I replaced later.
Week 10 - Redesigned the upper arm for the first alpha then later in the week added outline shader for the grapple points and added a respawn for the player.
Week 11 - Fixed Grapple points, added lights to lower arm, Made changes to the design of the lower arm
Week 1 - Started working on the pipes in the upper arms and general polish in lower arms.
Week 2 - Changed the design of the upper arm pipes and made it much better, Now pipes are working as obstacles and looks realistic. Also changed the size of the arms as it was really small before compared to the body.
Week 3 - This week, I implemented a real-time scoring system. The system automatically tracks and awards points for combat actions — 10 points for successful punches and 15 for blocking attacks. Built with two modular scripts (MechScoreManager and CombatScoreTracker), it is seamless with our existing combat code and is easily expandable for future mechanics like combos and finishers.
Week 4 - This week I redesigned the Arm level and made a few layout and flow changes to improve pacing and readability. I also worked on a Level Design Manager tool that helps build levels through a script with editable fields for faster iteration. I ran into some issues while wiring the fields to the build process and had to debug, but the system is progressing and should speed up level edits going forward.
Week 5 - This week I had to adjust the entire level to fit a completely new arm mesh (upper and lower), which took a lot of time since most of the layout needed reworking. I also built a new lower arm level using a new catwalk setup, and it looks cleaner, more functional, and plays better. The Level Design Manager is still in progress, but I couldn’t work on it much this week because I got sick.