WEEK 1: DEFINING CONCEPT AND RESEARCH ON AESTHETICS AND DESIGNS
Reading through portions of Mathematics and Art by Lynn Gamwell to see if I can get inspiration on patterns to act as symbols/aesthetic ties throughout the game
WEEK 2: FURTHER CONCEPT EXPANSION
Start formulating story and game structure. Three act story structure regardless.
WEEK 3 - WEEK 5: Character Assets and Storyboarding --> Scripting
Week 3 Gregor Assets and Script Arc 1
Week 4 Parent Assets and Script Arc 2
Week 5 Sister Assets and Script Arc 3
WEEK 6: BEGINNING HOUSE ASSETS AND MUSIC
Start creation of Gregor's house space i.e his room
Begin working on music --> Pushed back to catch up on assets
WEEK 7 - WEEK 8: OUTSIDE AND SEWER ASSETS
Create the city space and the sewer space
Conceptualize three puzzle areas
WEEK 9 -10: DEBUG LEARN GAMEMAKER AND CONT. ASSETS
Ended up using this time to learn Gamemaker, and finish up some of the assets for the spaces
WEEKS 11-12: FIRST STORY ARC - FEAR CREATING ROOMS AND PLAYER BASED INPUT
Rather than go based off of arc, due to new game engine, will rather be going based off kind of gameplay
These weeks, learning how to create rooms, go between rooms, and how the player will interact in the rooms (clickable objects)
WEEK 11: Learned how to set up spaces on Gamemaker. This includes learning how to go between rooms + how the sprites work + how the engine runs
WEEK 12: Interaction within space. This means working with clickable objects. I also learned how to include popup indicators above said objects.
WEEKS 13-14: SECOND STORY ARC - ANGER CUTSCENES/PURE STORY BASED PARTS
Have primary cutscenes done, Gregor interactions with family
WEEK 13: Working with text. Learn how to create sequential dialogue, and dialogue that has to be clicked through. Start searching for font
WEEK 14: Organizing in writing the state of each room during the arc, as well as what to push the narrative forward/trigger cutscenes. For example, noted the changing dialogues of the vanity throughout the game, as well as marked when it triggered the cutscene to allow the player to explore. Watched tutorial on how to do a cutscene. Working with viewport settings, and sequences.
WEEKS 15-16: THIRD STORY ARC - RESENTMENT PUZZLES AND MINIGAMES
One minigame (when player interacts with people in city)
Three puzzles in the sewers
Week 15: Finished setting up the sewer assets. Started introduction of first minigame, with enemies for "be normal". Fully debugged doors and clickable objects.
Week 16: Finished setting up the foundational functioning of the "be normal" minigame. This includes the "eye contact" ball to be tracked with the mouse, and the "pretend to breath" bar along the right side of the screen .
WEEKS 17-18: DEBUG CUTSCENES!
Any final debugging or catch up done here!
Weeks 17 and 18 ended up being the main weeks where I set up and finalized the text based parts of the game, including the cutscenes and the changing text on clickable objects. This includes the text you see in the "Be Normal" Minigame, and any tutorials. This time was also spent finalizing a number of assets including the "suit" asset.