Development Log
My Development Log
19/04/2022: Project File has been set up first stages of making the actual game begin today. The first step was simple enough set up a character for the game and make it so the character can walk in 4 different directions. I did this using C# code early stages went well while animations have yet to be added player can move in 4 different directions when certain buttons on keyboard are pressed. When I first tested this there was an error this was because I did not assign anything to the Rigid body function in the code once I did though everything went a lot better. Next, I will add animations so my character moves less statically. Applied animation to character movement next did this by using the unity animator and expanding on the code I created. It appears to work well and the character now moves like a real person would do so far, no major errors.
21/04/2022: Next step is to create a player health system I started off by adding a basic one hit kill mode. This went however one asset remained unresponsive despite having the right script attached to it this asset was deleted and replaced with another one which seemed to work.
23/04/2022: Today I expanded upon the health system so player now dies when hit multiply times instead of just one. At first there were 2 major errors the player was not dying upon impact. This was due to missing a subtraction sign on one line of code that states player health will subtract this was fixed easily. The second problem was the collider not working when added this was because I added a regular collider instead of a 2d one. Once both of these problems were fixed the player health worked fine. After that I used heart symbols to display player health on screen this went well without any major errors.
25/04/2022: Today I made some very basic additions to the game such as creating walls with 2D colliders to give my first level a bit more depth to it this was done easily without too much trouble. Two more things were accomplished today. First of all, enemies received animations to them they cannot yet properly move but these animations should make their movements more natural. A second level was also created with the same basic assets added.
26/04/2022: Today I set up a door that acted as a way to go from level 1 to 2 in a very simple yet effective way. When setting this up there was only one small error that was caused by missing out a word on a particular line of code. Other than that, it worked without any trouble.
28/04/2022: Today I worked on creating a basic Ai so the enemies move in patrol paths. When I first attempted the sample enemy, I was experimented they moved in a straight line but stopped at the first patrol point then swerved on the spot having reached his goal. In order to create a full patrol path, I will have to expand on the code. After adding a few extra details, I was able to make the enemies move in a back-and-forth pattern this worked well without any major errors.
06/05/2022: today I attempt to create a player fire system started by adding fire point. Out of all the things this will prove to be the most challenging because this is the first time that I have created projectiles that fire using buttons on a keyboard. Due to lack of experience, I was unable to have 1 fire point with a single script that connected to all 4 of the fire buttons. I created 4 different fire points with 4 induvial scripts that would allow the player the fire from 4 different directions. One thing that I had to do was scale down the size of the projectiles as they were unable to fire properly due to the projectiles colliding with objects in the environment the had 2D colliders attached to them scaling the sizes allowed them to fire more easily. After creating 4 sperate scripts for each fire point a new script had to be created for the enemies to take damage and die once health drops below 0 this script had trouble working at first because it need a kill effect attached to it. To this end a red cross was created to show where the enemy died. The next step was to add animations to the character movement this was done using a combo of the unity animator and code added to the fire player script. At first, I paced the code in the wrong place in the script causing an error in the code. Placing the code in the right function fixed the error.
08/05/2022: With all the major elements now added the time has come to create the other levels. The first thing I did was start to design the other enemies; each level has its own unique enemy design. Creating the enemies, it a lot easier this time around because I can now use the same code the only thing, I had to change was the enemy position. By the end of today I had 3 new levels created 3 new levels by the end of today.
10/05/2022: today I started setting up levels 4-6 I started applying different background environments to these new levels stand out from the previous ones. For one level in particular I decided to create a fire like hazard that rotated in the center of rooms that the player would have to avoid. I created the animation movements and set the player health script to one hit kill the enemy. Upon testing this I discovered that it only kills the player when it is in the start of animation position. To fix this I removed the rotating animation duplicated the fire wall and added a basic enemy patrol script now I have two fire walls that move back and forth. The other two levels worked out more or less the same as the previous ones.
14/05/2022: today I setup the final 3 levels in order to increase the difficulty the enemies now one hit kill in theses last levels. For the 2nd to last level, I decided to create something of a boss fight this one done using the same scripts for the enemies in previous levels. The enemy health was increased so it now takes 13 hits to kill instead of one. On the final level I created a timer as the final challenge I also set up an artifact that when the player touches causes the game to be won. This was also a great chance to set up the menu screens. The startup menu was created with a 3d shape created in adobe illustrator. The win and game over screens were created using red and green backgrounds and all 3 screens were connected up to game using basic seen transition code between scenes.
17/05/2022: With all the levels now complete the time has now come to connect all of them together the door asset was copied on to each level with the transition script still attached all I had to do was change the name of the level this worked work fairly and all the doors lead to the right levels. One thing I noticed was that the scenes would change whenever an enemy collided with one of the doors due to them both possessing colliders. As a result, I had to make sure none of the doors were in the way of the enemy patrol path.
22/05/2022: Now it is time to add the music this was a simple process of as I reused copyright free music from a past project and simply dragged it into each scene along with sound effects for the win and loose screens. All of this music played as it was supposed to. The final challenge was to implement some kind of scoring system. I started of trying to create it so the player would gain points for killing enemies this attempt however was unsuccessful the script that I tried to apply did not seem to respond with quite a few errors popping up after a few failed attempts to fix I decided to change my plan. Instead of shooting enemies I created a new score system that requires the player to collect a coin shaped object to gain a point. Each level has one of these objects that player must collect to gain 1 point. Once they reach the final level the artifact that the player is meant to collect to win the game instead of simply taking the player to the win screen it drops them an additional five points. This new score system has been incorporated into the win conditions, instead of simply going through a bunch of rooms and touching the artifact to win the player must gain a total of 14 or more points to win. Which is why the player must collect the coins on each level before touching the artifact to make sure their score adds up to 14 otherwise, they will have to restart the game.
Get The Dark Labyrinth
The Dark Labyrinth
Top Platform Adventure Game
Status | In development |
Author | Dean Gartshore |
Genre | Adventure |
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