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.
Week 6 - This week I integrated updated arm meshes into the project and made adjustments to the interior level layouts. I also developed an improved design iteration for the lower arm sections that shows visual improvement over the previous version. The new lower arm design has not yet been implemented in the active scene and requires playtesting to validate the design changes before full integration.
Week 7 - This week I finalized the integration of the updated upper and lower arm meshes into the level design. I implemented collision systems for these arm sections and created functional entry and exit points for player navigation. Additionally, I completed the interior mesh work for both the upper and lower arm sections, ensuring the internal geometry is fully realized and ready for gameplay testing.
Week 8 - This week I redesigned the lower arm geometry and updated the naming convention to RightLowerCatLevel for better organization. I created a new upper arm level featuring a zig-zag vertical layout with three distinct floors, each containing unique level elements and gameplay opportunities.
A major implementation this week was the addition of moving platform systems to both the upper and lower arm sections. This addresses a critical gameplay scenario: when players are carrying batteries in both hands, their grappling ability is disabled. The moving platforms now provide an alternative traversal method, ensuring players can navigate the vertical spaces even when their hands are occupied. This required significant design iteration to balance platform placement, timing, and movement paths across all three floors of the upper arm section.
Week 9 -This week I implemented entrance and exit points for the newly designed arm sections, establishing clear player flow through these level areas. Following internal playtesting sessions with the team, I conducted a polish pass on the arm levels, addressing feedback regarding layout clarity, traversal difficulty, and visual readability. These refinements improved the overall player experience and resolved issues identified during testing, including adjustments to platform placement, collision boundaries, and navigation waypoints based on observed player behavior.
Week 10 - This week I developed a comprehensive tutorial level in the lobby scene where players first start the game. The tutorial is optional, allowing players to skip it and jump directly into gameplay, or choose to complete it for a guided introduction to the core mechanics.
The tutorial sequence teaches players essential interactions including the grappling system (demonstrating attachment to pipes and gears), battery management (picking up, carrying, and placing batteries), the charging system (using chargers and power outlets), and battery consumption mechanics (inserting batteries into power consumers). By placing the tutorial in the lobby scene, players can learn and practice these fundamental systems in a safe environment before entering the main mech interior. This approach ensures new players understand grappling for traversal, battery collection and transportation, power management, and equipment interaction, while experienced players can bypass the tutorial entirely.
Week 11 - This week I focused on the friends list UI system, adding a scrollbar and resolving several interaction issues. The scrollbar was experiencing input conflicts due to the crosshair overlay blocking scroll and drag events in the friends panel. After investigating the issue with the team, we identified a working solution through the pause menu, which allows the scrollbar to function as intended. I also adjusted the Add Friend panel positioning so it no longer collides with other UI panels, changed the "Multiplayer" text to "Ready" since the game only features multiplayer, and fixed the Back button on the controls screen which had stopped working.