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-I feel my confidence in using Aseprite to create Assets for Unity Projects has increased.

-I'm more confident in the use of Padlet.com to create development logs overall.

- I feel my knowledge of C# coding has increased and with it I was able to become much more creative in how I can overcome future problems in development.

(For Example I had a plan for the Yellow room to have the spikes fall down to the player, however this proved too difficult so I changed the mechanic so it changed the spike placement forcing players to go back to the entrance via a different route.)

-One aspect of the overall project that surprised me was that I found designing the small sections of my game to be a most enjoyable aspect of the project. This I expected to be the artwork at the beginning of the project, which I expected to completed in the project much more quickly.

-Despite the difficulties throughout this project, I have overcome them and learned how to prevent those difficulties from cropping up again in future projects.

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Demo will be 3-5 sections of an "World".
Each section going to be a focus on an theme.
Player can go back and forward in the world. Akin to Metroidvania level style.
First two sections are going to be an tutorial. (Tutorial still deciding on whether to make it it's own level or part of the main game.)
First Horizontal movement. Second Vertical movement.
Third will introduce the relic and be a tutorial for relic usage giving the player an safe space to use the relic at their leisure.

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Assets of the player and Background are not used within the final build of the game this is primarily due to failure in functionality in preliminary testing phase.

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Assets of the player and Background are not used within the final build of the game this is primarily due to failure in functionality in preliminary testing phase.

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-Visual communication allows players to track their progress within the game.

-Despite there being no combat the game introduces 3 different environmental hazards that the player can decide to take on. Once a player completes that room they can move to another, therefore if a player finds a room too frustrating they can complete another room and come back to the same room.

-There is no hard "game over" screen with a hard reset however if the player dies from the hazards they are sent back to the beginning of the level (all progress still is saved).

-Players can opt to see the controls of the game or to play the game without much handholding.

-The first section of the game is an extension of a tutorial and tests what if the player has learnt the controls.

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Powerpoint to present ideas and idea generation.

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Inspired by 1980s Spielberg films such as Indiana Jones and the Goonies.
Exploration focus and slow methodical exploration combined with fast paced action set pieces.

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Focus on Exploration Pillar from Week 4 onwards.

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Focus on Exploration Pillar from Week 4 onwards.

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This pillar is the focus until January.

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Exploration very slow very methodical. Rare fast paced action.
Combat (Work in Progress (WIP) Shooting enemies and dodging attacks in very fast paced.

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Taking place outdoors. Very bright/ sunny. Small ditches but can still get out of and climb up ledges.
ZERO chance that the player can die except for maybe at the end with a massive ditch and hole where it starts to introduces vertical movement.
It needs to be a safe area where they can practice jumping and getting a feel for the controls.

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(Working progress)
An explorer wants a relic and travels to some ruins get the relic.
They are able to get the relic (*Which will be a tutorial section*).
Once they got the relic they released a curse trapping them in. However they can use the relic to start making their way out.

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Inspired by the 2005 horror film The Descent.
Very claustrophobic level. Moving upwards and downwards.
Player will be at the bottom of a cavern and will be moving upwards vertically jumping from ledge to ledge. Scrambling up grabbing onto ledges.
Will be a moment were the player is moving downwards.
Noises in background to make player slightly weary and anticipating an encounter.

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Week 2 was spent to fine tune ideas and come up with more concepts and ideas. Week 3 was spent generating a story premise and fine tuning more ideas. Moving forward I am going to focus on the exploration gameplay pillar that my game will have. ...have.

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Pixel Artstyle.

Pixel 2D character in 3D environment?

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Split project into 2 phases.

2D phase and a 3D phase.

2D phase is where I'll be making the mechanics and testing mechanics that they work.

3D is where I'll make the mechanics work in a 2.5D setting.

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Simple level created for exploration pillar.

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Simple level created for exploration pillar.

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Simple Mechanics such as jumping and grabbing are tested in this small level.

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Used for desktop icon/ icon for .exe or as a health indicator in game.

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Ball trap chase at the end of the level.

This will be revisited in level 3 with an high action sequence where player needs to time jumps and run away from balls.

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This will be used to help get anonymous feedback.

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End of University project.

It's a platformer that is inspired by the old school tomb raider games but also inspired by Spielberg's Indiana Jones movies.

This will be used as a way to check my progress over the next few weeks before my deadline. But also to help get anonymous feedback on my game overall.

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Climbing controls test.

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Early 0.1 build that tests the basic climbing controls.

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So it's a basic control test for the climbing controls. A lot of feedback is much needed and very appreciated! Enjoy! :)...

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This is to optimise the gameplay loop.

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Combat pillar scrapped to focus on exploration pillar.

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Grabbing mechanics require some explanation in order to let players understand the controls.

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Still explains controls but it onboards players as how the ledge mechanic of the game works.

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More hands off tutorial, allows players to get accustomed to the basic controls of the game.

Quit will take players to the controls splash page.

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-Functionality was secondary during the first stages of development which led to a failure in preliminary testing, however from this I focused primarily on functionality in the project.

-Overall the aesthetics that were created were not able to be featured in the game in order to focus on functionality of the primary mechanics.

-I did not keep track of my overall tasks that I needed to completed on a per week basis for my project. This led me to becoming overwhelmed during the first agile sprint of the project which stifled overall progress on the project.

-The secondary mechanic was to let players slingshot themselves in 4 directions a limited amount of times. This was cancelled in order to focus to ensure the base mechanics are functional.

-Testing was very limited throughout the project making this project less iterative but I managed to release a 0.1 build onto Itch.io which was the build used for preliminary testing to help see player reaction/ interaction with the primary controls of the game.

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-The game's overall mechanics is fairly simple.

-Overall aesthetically the game is basic with using shapes and colours to help players navigate the game.

-The three sections are very short in length and when players die they are sent to the beginning of the level and may cause a frustrating experience.

-I would've liked to have seen an much more longer game overall, with an final section of the game incorporating all 3 traps in one final "Dash to the Finish" style of level.

-The game would've benefitted from a rather simple narrative to add context to the players actions.

-The game would greatly benefit from a "Win" screen which would tell the player the time taken to complete the level. This would apply more replay value to the game.

-I would've liked to implement the secondary mechanics of the game which would allow players to slingshot themselves in 4 direction, this would've formed over the second level of the game too.

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How can development issues be fixed in the future?

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How can development issues be fixed in the future?

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-If I was to do a solo development project in the future, aesthetics would become a much more tertiary objective overall.

-I also would try to keep form of digital "To Do" list in order to prevent me from becoming too overwhelmed with tasks and allows me to focus more on different tasks.

- I would like to revisit the secondary mechanic in a future project. This mechanic is the slingshot mechanic, it would function as a "Dash" mechanic in a fast paced action platformer game.

-I would also be much more quicker in uploading my current builds to Itch.io as a means to get more anonymous testing, despite this, the audience of these tests would more so people that are experienced in gaming. As my final build got released very close to the project deadline.

-I will continue to use padlet to keep track of my progress however would introduce different software such as Trello boards to help keep track of progress on a task.

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First section extends tutorial and introduces hazards.

Below is the main hub of the area where the player can explore and understand controls even more. The player enters 3 different sections to open up a gate.

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Player is in a claustrophobic environment climbing to the switch to stop the lava (red square) from rising.

(This section was inspired by film "The Descent" which the characters had to climb up a claustrophobic environment, I introduced the slow rising lava as a means of adding a "timed" challenge element for the player to navigate.)

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Player enters the room to the blue circle (this is the fake switch) which triggers the boulder trap.

Player must react fast enough and run back before the boulder hits them.

(This trap was inspired by the first part of Indiana Jones: Raiders of the Lost Ark, where the main character Henry "Indy" Jones runs away from a boulder trap.)

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The 0.1 build was successful when game testing testers have demonstrated that the controls fully work as I intended. Therefore the 1.0 build is used to demonstrate the climbing controls in different environmental hazards.

With each type of trap being color coded.

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End of University project.

It's a platformer that is inspired by the old school tomb raider games but also inspired by Spielberg's Indiana Jones movies.

This will be used as a way to check my progress over the next few weeks before my deadline. But also to help get anonymous feedback on my game overall.

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These two videos represent the gameplay of the game.

They demonstrate how to overcome each trap in the game and also the "soft" save system in place too.

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Player navigates the room avoiding the spikes, Once player hits the switch, the room changes forcing the player to another route to the entrance.