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FMP Reflection: Proposal and Research

Project Phase: Proposal and Research

Date: 20/03/23

What I've Done

This week being my first week, I have been very productive in the project.

20/03/23: 

For instance I started and finished the project proposal. This was done to help better my understanding of what I’m doing and what I hope to achieve in what I’m doing. This was the first step in my plan. I compiled a list of sources I expect to use, such as tutorials and similar games. This’ll help educate me in what I need to learn and what makes a good and engaging game. These will be used frequently throughout my project and are a boon to me. However currently there are very few of these and I should work to increase the number. I also planned how I will evaluate my work, such as doing a weekly evaluation and peer review once I start building the game. I also created a timeline of what I will do each work, explaining what I will need and specific tasks I will do. This timeline is very minimal and I will work to elaborate on it in the future. 

21/03/23: 

I worked on creating my website and started to gather research for my game. It was difficult learning how to use the Wix (tool used for the website) at first, but now that I’ve grasped it the project should go much smoother. Gathering research for my project is a slow process, however building this knowledge should in turn help strengthen my abilities to make a fun and engaging game, and hopefully speed up the overall construction process. I started research on the rooms and health systems. The research I have carried out is quite bare bones but it is a starting point from which I can easily develop. 

22/03/23: 

I carried on working on my website updating with the research that I was carrying out. I finished the structure of the health research as well as the combat, upgrades and I started the UI. These are all very essential to my game, and will be used greatly. The same goes as yesterday, these being quite bareboned. But that is on purpose to just give me a rough idea of what the game will look and feel like, before I go in depth with the planning. Ensuring I add these to the website. 

24/03/23: 

Finished the structure for the UI research and added this to the website. As well as evaluating my work of the week. All very essential to ensure I learn from this project.

How I Managed It

20/03/23:

Whilst it was difficult to get started writing it up, once I did that the proposal was a breeze. 

21/03/23: 

Wix was used to create my website. The software was difficult at first, but once I had messed around with it for a while I became very accustomed to it. Creating the website should be no bother from now on. However for the research there was quite a lot of adversity, in terms of figuring out what needed research. Whilst I had a good idea for what I wanted for my game I didn’t know what needed to be done to achieve these and get the best out of them. So it took a while just to stop and think about what was needed. However due to this time where I stopped I am sure the research should be of a good quality. 

22/03/23: 

Today was very similar to yesterday in that it was research and creating the website. I faced the same problems, and due to that I hope the time I took to stop and think will yield the same results. In that the research is of a high quality and will be a boon to my project. 

24/03/23: 

Due to the small scale of the UI research it was a lot easier, as there shan’t be much of it. This meant it was quite easy and I faced little challenges. However, evaluating took a lot of time, and was very tedious. But I know that in the end it will help to aid my research and grow me as a games programmer. 

What Worked Well

20/03/23:

I feel my proposal is of a high quality, with very little of it that needs improvement. 

21/03/23: 

I feel my website’s initial creation has gone quite well (once started) and looks very presentable and professional. The research whilst difficult to grasp at first has also gone quite well.

22/03/23: 

My website (due to following a structure) remains well formatted. And the research went especially great today. I managed to complete stacks of research that will aid me in creating my project. 

24/03/23: 

The evaluation went very well today, I made sure I evaluated thoroughly and that it will be useful to me. I also am sure the UI research will aid me in actually creating the UI.

What Needs Improvement

20/03/23:

It would be good if my number of sources was higher, to ensure that I have plenty of information easily at my disposal for when I actually go to create my game. My timeline is also not very in depth. 

21/03/23: 

The amount of research could do with increasing, but due to how much I completed within the day, that can be held off until a later date. 

22/03/23: 

The same as yesterday, in that more research may be necessary. But that can be saved for a later date. 

24/03/23: 

More research could’ve been done, instead of focusing so heavily on the evaluation. 

How Do I Feel About This

  • Is it workable within the timeframe?

    • Yes I am still on track with my timeline. In fact, due to writing research straight into the website I should be able to save some time in the long run. 

  • Are you confident it would work as a project?

    • With the masses of research I have undertaken this week, I am very confident that this will work as a project. And I am sure that I will gain much knowledge and skills from this experience. 

  • Might you need to adapt it once you start creating it?

    • I may need to cut some planned features from the game, depending on how difficult it is to create them. But due to the speed in which I am completing the research this may not be the case. But I did plan on some features being seen more as stretch tasks that won’t be essential to the finished product.

FMP Reflection: Research and Planning

Project Phase: Research and Planning

Date: 27/03/23

What I've Done

27/03/23: 

Today I continued with my research, specifically on the enemies and hazards that will be present during the game. I managed to finish this section in a lot of detail, however there is still more that needs to be written for it. I also wrote up a conclusion explaining my thoughts on the project and imploring that I think it will work well. I also improved the formatting for my website. I did this by rearranging certain sections so that the research flows in a more readable sensible manner. I also added hyperlinks from section to section, this allows a more efficient and coherent viewing experience. I started with my planning as well. Specifically replacing my basic weekly timeline with a more developed day to day timeline. This gives a clear explanation of what will go on each day. 

28/03/23: 

Today being a shorter day I didn’t get as much work done as yesterday however this is fine as I am still following that schedule I started the day prior. I continued and finished my research into enemies and hazards (almost finished all my research will begin to get developed with links and more images at a later date). I also continued adding more hyperlinks to my work to ensure that it fits with the rest of the formatting. Finally today I continued to develop my day to day timeline, so far I have completed half of it. This should be finished tomorrow. 

29/03/23: 

I continued working on my day to day timeline managing to complete it. This will allow me to easily and more quickly finish my project. Due to easily knowing what needs to be completed each day. An essential tool if I am to finish within the timeframe. I made sure to add this to the planning section of my website. I also continued with some research, listing what tools would be required for my project and why they will be needed. This section may also fit the planning section. Perhaps I will add it to both, or research alternative tools so that it fits more. Then adding a final list to the planning. As it turned out there was a lot more required for my enemies and hazards research so I managed to expand this greatly. This should allow for a more polished product. 

31/03/23: 

Today I completed my reflection for the week. Something I require so I can learn from possible mistakes and easily document what has been completed within the week. I also went back to my website adding more screenshots to help easily explain what is being talked about. 

How I Managed It

27/03/23: 

As I had a good idea of what enemies I wanted for my project it went quite smoothly. I have played many 2D platforming games so am aware of basic enemies that are present within most. Allowing me to easily explain these ideas and how they will be present within my game. Hyperlinking and improving the formatting for my work proved quite tedious however was an essential task. Creating the day to day timeline proved quite difficult. This was due to the struggle of realising what actually needs to be done. 

28/03/23: 

Continuing with my research for enemies and hazards went surprisingly well. I managed to complete quite a great deal considering the small timeframe. Hyperlinking the website was again tedious yet essential. I also completed half of my day to day timeline, this was done in a great amount of detail,l ensuring that I know exactly what needs to be done. Working at this pace should allow me to easily complete the project within the timeframe. 

29/03/23: 

I completed my day to day timeline. I did this relatively quickly and in extensive detail yet again ensuring I know exactly what needs to be done for the later weeks. As I finished this so quickly I was able to continue my research with enemies and hazards, almost doubling my total research. This means when it comes to creating those enemies I will have a very clear idea of what is needed. 

31/03/23: 

Doing my weekly evaluation is a very long and often dull process. However it is very essential in ensuring I know what was done and what needs to be done, or improved. I did this quite quickly and yet again in a plentiful amount of detail. Ensuring that I can much easily understand what I have done and what has been gained. Adding the screenshots to the website was tedious as I couldn’t find screenshots online of what I required so I had to source these myself.

What Worked Well

27/03/23: 

Getting the research went quite well, I managed to find a lot covering what I required. That being enemies and hazards. As there are many 2D platformers there was no shortage. Allowing me to easily get a clear idea of what was needed and what would work within my game. 

28/03/23: 

Starting to actually fill the timeline went very well. I managed to complete half of it in great detail. This will ensure I know exactly what is needed. Completing it within such a timely pace ensures and fills me with confidence that I will be able to complete the project within the allotted time. I also continued with my research of enemies and hazards. Managing to complete a great deal, this will surely aid me in my project. 

29/03/23: 

I managed to complete my day to day timeline. I did this in such a timely pace that I was also able to double my total research for the enemies and hazards. This was all done at a great quality. Ensuring that it will all be useful to my project. 

31/03/23: 

I completed my weekly evaluation. I did this in great depth and at great quality. This ensures that I will be able to learn from it and my mistakes and successes documented.

What Needs Improvement

27/03/23: 

Not much needs improving. However more research for enemies and hazards would prove quite useful. Ensuring it has sources and tutorials in how I will get what I require. I also need to develop my timeline, but these will all be done in due time. 

28/03/23: 

Nothing I am aware of needs improvement, however the timeline still needs completing but I'm still ahead of schedule. 

29/03/23: 

Whilst images should be added to my website to improve it. There is still time and this will most likely get done tomorrow. 

31/03/23:

Images should be added to the reflection to better illustrate what is being referred to.

How Do I Feel About This

  • Is it workable within the timeframe?

    • ​I have managed to complete my work within the timeframe. Putting me ahead of schedule in many places. 

  • Are you confident it would work as a project?

    • As my research piles up I get more confidence in my ability and the ability of this project working. 

  • Might you need to adapt it once you start creating it?

    • Some features may need to be cut but these were planned in a way that easily allows for that. Ensuring no hindrance to the final product. 

FMP Reflection: Research, Planning and Development

Project Phase: Research, Planning and Development

Date: 03/04/23

What I've Done

This reflection will be inclusive of the Easter Holidays as well as the week following. As little work was conceived during the Easter Holidays. 

03/04/23:

Today I went onto my website and updated some screenshots which were of poor quality. For instance replacing the screenshots of Hollow Knight and Dead Cells with gifs instead (a screenshot from Dead Cells (health bar) was also replaced with one of better quality). These give a better display of what I wanted to showcase. A new gif was also added for Enter the Gungeon to showcase a combat system I will use. As well as a new screenshot in the Upgrades and Powerups section showcasing The Binding of Isaac’s items and some research associated. 

10/04/23:

A lot of changes have been made today. For starters in the Enemies and Hazards section a screenshot of some spikes from Spelunky and their effects have been added along with some descriptive research. In the Health and Death System section many changes have been made for instance, the research about how the health should display has been developed and moved to the UI section. Also a new image has been created showcasing the death screen, along with a description/explanation. And in the UI section research for the room number UI icon has been added. As well as an image showing what the UI will look like together. These of course have all been explained. Also my project proposal has been updated following some feedback, going more in depth on how this project will look and the skills required.

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13/04/23:

The Links section has finally been populated today. Containing tutorials and research on how I will create certain features for my game. As well as how to use certain functions within Unity. Also links to game pages for games I used in my research have been added. 

15/04/23:

Some small corrections have been made throughout the website today. But mainly a project breakdown has been added to my planning. Giving a more clear view of what will be done and in what order. Breaking down (decomposition) tasks into smaller tasks. This has not been finished. 

16/04/23:

The main outline for the project breakdown has been completed. Showing what will be done task after task, but this does not include every subtask yet some have been completed. Descriptions for the completed subtasks have been created ensuring I know what I’m doing and how I will do it, showing pseudocode and tutorials. 

17/04/23:

Today the project breakdown has been entirely completed giving me clear instructions for what is required. 

18/04/23:

The tutorial links were explained on how they will prove useful. As my research and planning is now done. I checked over my website ensuring everything was there and to its best quality. I noticed some errors which were fixed. 

19/04/23:

I continued to check over my work and make improvements where they were needed. I also started the actual making of the game, finishing the player’s movement system. 

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21/04/23:

Due to the high amount of reflection work required I spent today just working on the reflection.

How I Managed It

03/04/23:

As I mainly just updated my website's aesthetics it went pretty smoothly. There was only one issue getting gifs from Spelunky but the website isn’t missing much without their presence. The descriptions added also were relatively short yet suffice so I managed it well. 

10/04/23:

Getting the screenshot from Spelunky was very easy, as it was just a screenshot. But transferring research from the Health and Death System section to the UI section was quite tedious and prolonged. As I had to ensure it still made sense within the context of the website’s formatting, as well as to not miss or take too much. However there were no errors or mistakes made, so it wasn’t too bad. A lot had to be written however, whilst this was boring it was necessary so therefore I got it done. But it did take a while due to this. Getting the images was easy due to experience with the software used, Adobe Illustrator. 

13/04/23:

Finding links was relatively easy due to Unity being a popular software and platforming games being many. This of course leads to a plethora of options for tutorials. Most tutorials found would have sufficed for my game, yet the ones found were very slow and welcoming for beginners. Because of this I am sure this went well. 

15/04/23:

Correcting mistakes was relatively easy due to them being quite blaring. Meaning this was also done quickly allowing me to work on my project breakdown. Due to my timeline already being created this was smooth sailing. But that doesn’t mean it wasn’t tiring and time consuming. Because of how repetitive it was it took a long time, and drained my motivation quickly. This means I didn’t get much of it done. But I am sure that this will be helpful once done and is of good quality with what is done. 

16/04/23:

Continuing with the project breakdown today, I got a lot of it completed. I am nearing its conclusion and can see how helpful this will be. It was a lot easier today as I was a lot more focused and determined to finish it. Due to my determination I can ensure that it is of good descriptive quality, providing exactly what I need for a good project. 

17/04/23:

I didn’t get much work done today, this is especially bad because of the time I had. However I did finish the project breakdown. I will try to be more focused in the future ensuring I get more work done. Whilst I am ahead of schedule this is no excuse to slow down. 

18/04/23:

Explaining the tutorials sourced whilst a long process was very easy due to my understanding of why I need these tutorials. Reading through my whole website to find errors was also a very long process but due to it being necessary I soldiered through (a majority of) it. Finding and fixing many errors. 

19/04/23:

Continuing with my checking of my website was still boring and long, yet I finished it and am sure now that my website is of its utmost highest quality. Also starting with the Unity project was rewarding as this is where my interests lay. I finished the movement system but due to the short time not much else happened. It is of a good quality and was without much problem due to my research carried out, e.g. tutorials and clear directive. 

21/04/23:

Doing my evaluation this time round was especially long and boring considering the amount of days being reflected on. This means it took hours, perhaps due to this it won’t be of as good a quality as previous weeks. But some criticism I’ve been given is that I don’t need my evaluation to be as long as I’ve been doing it. Because of this perhaps it isn’t too much of a problem.

What Worked Well

03/04/23:

I feel like the finished product is very good aesthetically and due to the haste in which I completed it, this only adds to its success. 

10/04/23:

I feel everything completed today worked well. Whilst there are things that I would have liked to have done, everything that was done was done to a great standard and did work well. 

13/04/23:

Finding links to tutorials and the likes went very well. Due to this my project will be greatly aided allowing me to easily and quickly understand what is needed to complete certain tasks within the actual development. 

15/04/23:

Fixing the errors definitely went well due to the few of them, and their ease to correct. Also starting the project breakdown went quite well, whilst it was tiring and I didn’t get it finished the part’s I did do are of great standard. Although they will need to be developed with descriptions, this will happen in due time. 

16/04/23:

Continuing with the breakdown I got a lot more completed, the same sentiment is shared as yesterday. Only I am more proud. 

17/04/23:

As the same task was being worked on today the same sentiment is being shared yet again as yesterday. Only this time it was completed, I am very proud of its finished quality and am sure it will be a boon to my project. 

18/04/23:

Explaining the tutorials was long and boring, yet I got it done and am sure their descriptions are long enough thoroughly explaining what they’re and their use to my project. I am once again proud. 

19/04/23:

I have finished with my research and planning. I am so very proud of their quality and standard. My website is well formatted and displays all of this information clearly and effectively. Ensuring that all necessary information is readily available. Also I am proud of the movement system, especially considering my lack of Unity knowledge. Whilst it did take a while, this is no problem due to me being ahead of schedule. 

21/04/23:

 

My evaluation has been taking a lot longer than expected, due to this the quality may be diminishing. Yet everything needed is said, so therefore it shan’t be too bad.

What Needs Improvement

03/04/23:

I couldn’t get my recording software to work specifically in the game Spelunky, this means I couldn’t get a gif from it. Meaning a certain piece of research can’t easily be showcased. I don’t know how to resolve this and I think the website will just go without this, saving me time. This isn’t too much of a problem, due to my thorough description. 

10/04/23:

I did manage to get a screenshot from Spelunky, but the recordings still won’t work. So the same sentiment is shared as last reflection. 

13/04/23:

I could do with gathering more tutorials, explaining more minute tasks. As despite their small size they may still pose a problem. I could always just ask ChatGPT on the fly though if need be. 

15/04/23:

For the project breakdown I will need to get this completed as well as adding descriptions to each subheading. There is still plenty of time to get this completed however. 

16/04/23:

Due to the same task being worked on and it not yet being completed. The same sentiment is shared as yesterday. 

17/04/23:

I didn’t get much done today, whilst I did finish the breakdown not much else happened. I should have been checking my website for errors and missing research and the likes. This will get done tomorrow. 

18/04/23:

Explaining the tutorials whilst that went well, I still feel like more tutorials may prove useful. It has just been hard to find the time to do this as I am now getting ready to work on the actual Unity project. 

19/04/23:

I have started working on the Unity Project. I feel there is nothing that needs improvement, only more tasks that require being completed. But as I am not behind there is no rush. 

21/04/23:

I feel the reflection was done to a satisfactory level. Whilst it could be developed further, doing this after the fact would defeat the purpose of a reflection.

How Do I Feel About This

  • Is it workable within the timeframe?

    • ​Yes due to being ahead of schedule I am sure this project will be workable within the timeframe still. 

  • Are you confident it would work as a project?

    • I am ever more confident that this will work as a project, especially considering all the research and planning I have completed. And the little coding I have done. 

  • Might you need to adapt it once you start creating it?

    • So far I don’t believe so, but if I were to need to it shouldn’t be too much of a problem. Many features are designed to be easily dropped, and due to my research I may not need to. I have shown skills in adaptability so if worse comes to worse I should be able to. 

FMP Reflection: Development

Project Phase: Development

Date: 24/04/23

What I've Done

24/04/2023:

Today I continued with my development, starting work on the actual rooms and their individual mechanics. For instance I created the first 3 basic test rooms for my game. I created prefabs for many of the individual pieces ensuring they’re easily edited across the many rooms. I also fixed part of the movement system ensuring it works with walls (ensuring you no longer stick to them when jumped into). I did this by watching a tutorial video, this enhanced my knowledge and allowed me to improve my systems with this in mind, namely using a PlatformEffector2D. I also finished the spawnpoint mechanic, this teleporting the player to it at the start of the game. I tried to get the doors to work, but had some problems with trying to load scenes, as I’ve never used them before. I watched many tutorials and read many forums looking for answers but I couldn’t find any answers. Due to this I did not get the doors finished. 

25/04/2023:

Today I finished the doors mechanic, using chatGPT I managed to find the problem and fix it relatively quickly. Because of this a main component of the game is now completed, allowing for random rooms to be loaded upon the finish of each. These 3 basic test rooms I had created have also been populated with simple platforming elements, like platforms. As I don’t have any health system yet these room’s are very bare bones. But this is acceptable and expected at this current point. 

26/04/2023:

With the movement system and the individual room systems completed, I can now work on the next big feature. The health system. I managed to get the health system’s mechanics working, getting it to decrease when colliding with a block. This brings me onto my next point, I managed to get a damage script completed that decreases the player’s health by a set amount when collided with. I also managed to get the current health to display on the UI. When the player’s health reaches 0, a death scene is loaded. This is currently empty, but this is what it should be at this point. I also managed to tweak the damage UI for the spikes obstacle, instantly killing the player on contact. I started working on the room counter UI, but had struggles getting it to display. This should be finished on my next coding session. 

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Due to unforeseen difficulties with the recording software within unity I was unable to get the UI to record. But note that everything mentioned previously is present within the game.

28/04/2023:

Today I will reflect on my coding done throughout the week, due to the high amounts of it, it may take a while. But this should only mean it’s being done to a high standard.

How I Managed It

24/04/2023:

Everything went very well today, going exactly like how I planned. Except for the door’s mechanic. I encountered problems when trying to get different scenes to load within Unity. This was a problem I worked on for hours today, and ultimately was unable to resolve it. I at first believed the problem to be with the collision detection, yet through using debug.log I realised that this was not the problem. Meaning the problem lied with the loading of the scenes themself. I watched many tutorials, and read many blogs trying to find the answer, even using ChatGPT to review my code and come up with suggestions. Yet unfortunately these didn’t help. Tomorrow I will focus more effort on trying to fix this problem. This urgently needs resolving as it is an integral part of my project. 

25/04/2023:

I managed  to get the door mechanic finished. I used ChatGPT in combination with a tutorial video. Through this I found the solution relatively quickly, this was a huge relief allowing me to continue with the project. Despite the troubles faced I am still in line with the schedule I set. I also managed to get 3 basic rooms completed. These are just simple platforming rooms with no real threat. Because of this they are not really fun. However this will be resolved when hazards are created. These rooms will most likely be edited or deleted after the fact. 

26/04/2023:

These went very well, due to my experience in a previous project where I created a health system for a game. The process was one in which I was very accustomed with, getting it completed relatively quickly with no real issue. Allowing me to get working on a more complex damage system than my last game. Allowing me to edit the damage dealt easily. This was once again a simple process. Getting this to display on the UI was somewhat difficult, yet through reading blogs online I managed to find the answer. For this I am thankful for the copious amounts of online resources detailing how to achieve certain tasks within Unity. The only real struggle was in the room counter’s UI, I struggled to tweak code to aid me for this UI element. Due to me still being ahead of the game, this is no real problem and should easily get fixed thanks to blogs and the likes the next time I work on my game. Allowing me to work on whatever lies next. 

28/04/2023:

It took a while, and like always is a very tedious process. Yet one that needs doing, so it gets done. I believe I reflect in depth on what I’ve done and this will help me in the future.

What Worked Well

24/04/2023:

Almost everything worked today went extremely well. I am on schedule with what I outlined and because of this I may get the project completed sooner than anticipated. And due to this I may get to work on some more features, furthering my game. Whilst there were some setbacks, they didn’t set me back off of schedule. Because of this I believe there is no real current issue. As there is still time to work out a fix. 

25/04/2023:

Today worked out better than anticipated. I managed to get the door mechanic working so quickly that I was able to work on 3 basic test room’s to better help me test mechanics. These rooms whilst basic get the job done. And the door mechanic being completed means that a good portion of my project is completed. Allowing the base game to function. This brings me great joy and fills me with confidence about the rest of the project. 

26/04/2023:

Everything bar the room counter went great today. I managed to get the health system and damage system to work perfectly. They are made in such a way that makes them very flexible and usable with other future features.

28/04/2023:

I believe my reflections as a whole went well. I don’t believe anything was done to a poor standard, or lesser than what is expected.

What Needs Improvement

24/04/2023:

The door mechanic’s problems need resolving and completing urgently. I encountered many problems whilst trying to get this feature to work. I tried numerous times and methods to try to fix it today, but was unable. I used the debug.log function to try to find out where the error lies. Whilst I originally thought it was with the collision this proved this wrong. I watched many tutorials, read many blogs and even used ChatGPT to try to resolve this error, yet none of these bore the fruit I was looking for. Because of this the error persisted. I will try to get this fixed tomorrow. I am still on schedule so there’s no real problem, yet getting it fixed is still a high priority, due to this feature being a backbone to the project as a whole. I should’ve tested the tutorials more to ensure they worked, this will be done in the future. 

25/04/2023:

The overall fun of the game needs improving. It currently isn’t very fun. This is due to the lack of features yet this should be expected this early on in development. As the room’s haven’t gotten enough different features available to make them entertaining.

26/04/2023:

Today the only real thing needing improving would be the room counter UI actually getting finished. But due to there being no real rush there is still ample time. Whilst the UI would benefit from the health being displayed with a heart this isn’t necessary for what my project covers. However this may get done in the future just to improve the overall aesthetic. Yet there’s no rush. 

28/04/2023:

 

I feel nothing needs improving with my reflection. I was told that I should reflect on decisions that have been made more often. So this has been done. Therefore there is nothing to my knowledge currently wrong with my reflections.

How Do I Feel About This

  • Is it workable within the timeframe?

    • As more and more programming is done I become more confident in my abilities and thus more confident that this project is workable within the timeframe. 

  • Are you confident it would work as a project?

    • The project is definitely working and I believe that it will continue this way. Whilst the game isn’t currently fun I believe this is due to the lack of features currently implemented. I believe the game should be more fun once hazards and thus difficulty gets added, therefore answering my question and teaching me what makes a fun platformer. 

  • Might you need to adapt it once you start creating it?

    • Now that I have started creating I currently see no where I may need to start adapting it. Whilst there have been problems these have been fixed and resolved in ways similar to that of my initial planning, or with the use of tutorials, blogs and ChatGPT. These are methods I mentioned within my planning, and so far they have bore fruit.

FMP Reflection: Development

Project Phase: Development

Date: 02/05/23

What I've Done

02/05/2023: 

Today I did not get much work accomplished for my project due to the small time in which I had to work on it. However the work I did get completed is very useful and of a good standard. I completed the room counter UI, this now works and displays the current room that the player is in. As well as starting with creating the snake enemy. I was unable to properly finish this due to spending most of the day on the room counter. I also experienced numerous problems with trying to get the enemy to move. I did however find a tutorial that holds the answer, but ran out of time. This tutorial (https://youtu.be/pwRywYmajsY) will be used tomorrow. 

03/05/2023:

Today I managed to complete the snake enemy, completing its movement thanks to the tutorial I found yesterday. The solution was very simple yet worked perfectly for what I wanted. Because of this I managed to implement it very quickly. However this tutorial only showed how to move the object in one direction indefinitely. Whilst originally I wanted the snake to detect where the floor was, and when it ended for the to turn around I changed this to a much more simpler solution. Instead adding 2 invisible blocks to the ends of the platforms that only the snake can collide with. When this collision occurs the snake’s speed is inverted. Originally I did not know how to have it that only the snake would collide with the blocks, so I had to read a blog (https://answers.unity.com/questions/1473238/how-to-make-objects-only-collide-with-some-objects.html) which housed the simple answer. I also redid my movement system, changing it so the player fell faster. Because of this the previously built rooms were no longer compatible with the player. So I had to redo them, but this allowed me to insert the newly created hazards. I was given some peer feedback, stating: the player moves too fast, and you should be able to jump with the up arrow. I will gather more feedback to determine whether the player does truly move fast for the gameplay I am aiming towards. But for being able to jump with the “up arrow key”, that makes sense to me and is found in many platforming games, so this will be added. And as this is being added I will also have it so the player can jump with the “w” key. This simple quality of life feature should make the game more easily accessible to new players.  

04/05/2023:

Due to problems within Unity I was limited with how much work could get completed. And what was done whilst it suffices, isn’t of the best standard. I created a gif of my game to better showcase it (for last week's reflection), but was unable to get the UI to record with Unity’s built in recording software. This isn’t too much of a problem as the feature does work within the game. Yet for showcasing reasons I should work to fix it. Due to unexpected time’s away from college. I have gotten a lot less work completed than expected. Because of this I am currently behind on my planned schedule. However there is still plenty of time where I can slot work in. Because of this there should be no real issue. I also happened to notice a mistake within my project planning timeline. Where the date stays May for numerous months, despite its passing. This will get fixed in my next session. 

movie_013.gif

Here displayed are the new additions and changes to my project. I have included the knockback that the snake's deal here, however note that this wasn't completed until the week after. This helps save time, rather than fishing out old versions of my project. 

05/05/2023:

As today is my reflection session I yet again completed my sanctioned reflection. But on top of this I also corrected the aforementioned error within the planning. Whilst this is somewhat unnecessary as the planning is still legible with the error, it does speed up the process of finding my place and will make my work look more professional. And going back and fixing errors is good practice and a process for which I will have to get used to.

How I Managed It

02/05/2023: 

Getting the room counter UI element to work was quite challenging, due to a persistent lack of knowledge posing a problem. That being me not knowing how to access variables from one script, in another. However this problem has been thwarted for now. And I managed to get the UI element implemented rather quickly. Allowing me to work on the snake enemy. Now this was a much bigger problem, and because of this I didn’t really make any progress with it. However I found a tutorial which will be used and should hold all the answers. 

03/05/2023:

Thanks to the tutorial, getting the snake to move was very simple and didn’t take long at all. But I had to make a key decision, in my planning I planned on the snake detecting the floor and moving in relation to that. I was unable to find a method to achieve this however. So instead made the decision to have the snake just bounce between 2 blocks. This was much simpler as I could just detect for a collision in a way that made sense to me. Because of this the snake is now completed (bar its knockback). I also tweaked the movement system and redid some rooms. This whilst a gruelling process, a necessary one to ensure the platforming is actually fun within my platforming game. Per my original question. 

04/05/2023:

I did spend quite some time trying to understand why the UI wasn’t recording for my project, and whilst I wasn’t able to find an answer this isn’t too big of a problem. As what I got sufficed I didn’t dwell too heavily on it, as the recording showcased the main points. I did not have time to fix the timeline in today’s session, but this is no problem and it will get done in the next. 

05/05/2023:

For correcting the timeline this was another long and gruelling process, yet a necessary one so I got it done in as timely a pace as it could be done.

What Worked Well

02/05/2023: 

Getting the room counter UI working as quickly as I did was very helpful for the overall pacing and quality of my project. And whilst I didn’t get the snake enemy completed I am still well on schedule, so all is well. 

03/05/2023:

Everything completed today went tremendously, I managed to complete the majority of the snake. And tweak my movement system and create some new (much better rooms). Whilst I did get a critique from 2 people that my movement system is a little too fast, I will have to get more feedback to ensure this is the case. As fast movement is somewhat intentional to ensure the gameplay is difficult. Perhaps a fix for this is to make the fast movement togglable, like a sprint feature. 

04/05/2023:

Not much really went well today, whilst the recording I got suffices it isn’t the greatest. I suppose finding the error in my timeline was good, but as I haven’t fixed it yet not much can be said about it. 

05/05/2023:

I fixed that aforementioned error in the timeline, it was a simple one yet it's fixed and I can’t complain. With the reflection, I completed it in plentiful amounts of detail, and with the inclusion of the links to used tutorials and blogs this will be more useful for when I look back on it.

What Needs Improvement

02/05/2023: 

Nothing really needs improving, but things do need doing. Namely finishing or at least starting the snake’s movement in a way that it's actually there. 

03/05/2023:

I need to ensure that the player can jump with the “spacebar”, “w” and the “up arrow”. This makes the game more accessible and easier to learn. Also I should gather feedback to determine whether the movement system does indeed need toning down a bit. Possibly making a sprint feature. 

04/05/2023:

Whilst I could redo the video to ensure that the UI is present, this won’t change much and isn’t necessary. I do need to fix the timeline however and this will get done next session.

05/05/2023:

Nothing comes to mind when improvements are mentioned. However I do need to work more to ensure that I am back on schedule, as I am currently falling behind. As the snake including the knockback should be completed and a dart trap starting to be worked on. Whilst the knockback was mentioned as a maybe for the project, and with the majority of the enemy coded I can see the game working without it. It would be nice.

How Do I Feel About This

  • Is it workable within the timeframe?

    • Whilst I currently am behind my schedule this should be no problem as I have plenty of free time where I can slot more work in. This just means I will have to work harder if I hope for a more polished and all around better project. 

  • Are you confident it would work as a project?

    • Despite minor setbacks I am still confident as ever this will work as a project. Whilst these setbacks are annoying at the time, learning how to overcome them should only make me better for it. 

  • Might you need to adapt it once you start creating it?

    • Some adaptations will need to be made in order to get the project created in time. For instance working more days, and longer on days where work is already being carried out. This should be no problem due to my enjoyment of programming.

FMP Reflection: Development

Project Phase: Development

Date: 09/05/23

What I've Done

09/05/2023: 

I have finally finished with creating the snake enemy for the game, including the knockback. This took a while and wouldn’t be possible without this tutorial: https://youtu.be/0u2R9MDi-_w. This is all that was completed today, as a good portion of my time was spent waiting for the unity file to download. This however gave me ample time to research how to create a dart trap for my game, just to ensure my plan is of high quality. And thanks to this I became aware of raycasts, more research will be required to ensure I know how to use them. But these will be very helpful and much better than my original planning. Automating a lot of the process. 

10/05/2023:

Today I had started actually working on the dart trap. This was a bigger undertaking than I accounted for. I had to carry out more research on raycasts than I intended just to get them to work. I did consider reverting back to my original plan, however the experience gained in using them will be vital. And because I can get this detection range to change depending on the size of the room with raycasts, they are much more viable in the long run. So I stayed with them. I did eventually get the detection to work, as well as them to shoot their arrows. I reused the snake’s movement script for this. This saves me time. Currently the dart trap only detected and shot to the right, I needed to alter it so I could easily toggle it to shoot left when required. This was an easy task. But whilst working on this I noticed if one dart trap shot, they all shot. This wasn’t intentional and needed to be fixed. I accidentally deleted my code allowing the dart to shoot left, in the process of trying to fix this error. And was unable to get it back. In the future I will save my code more often. Whilst I have many ideas on how to get only one dart to shoot, I have run out of time today to try to implement any. I plan on using tags to detect and create an array of all darts, then when the player is detected the first dart is teleported to the dart trap that detected it. This should be easy as the x coordinate is already gathered, so I will have to make it gather the y coordinate. And then it should be simple. 

11/05/2023:

Whilst working on fixing the dart trap I was once again greeted with difficulty. It is now my knowledge that arrays have a fixed length. This means they wouldn’t be viable to detect the number of darts. Because of this I made the switch to using lists instead, as their size is easily changeable. But I did this only after a while of struggling with arrays. Despite being sure that lists were the way forwards I was unable to wrap my head around how to move the first dart in the list. Whilst thinking this through it came to my attention that it would be much easier just to spawn a dart in the scene, when one is required. However there was no time to implement this today so this will get worked on tomorrow.

12/05/2023:

With my newfound knowledge I set on attempting to get the darts to spawn when required. At first I was unsure how to do this, so  I asked chatGPT. It gave me an explanation on how to achieve this, however it didn’t work initially. Turns out assets should be placed within a folder named “Resources” thus allowing them to be spawned within scenes. This is very useful knowledge and is sure to aid me in the future. I eventually got this working, and was able to have darts spawn individually, depending on which dart detected them. But then came the problem of directional shooting. As mentioned earlier I accidentally deleted my code for this. I spent a good while trying to achieve this with booleans, and other variables. So that it could all be done in my code, so it would appear as a setting in the inspector window. I couldn’t figure this out however. So I went with the simple solution, and just made separate dart traps and darts which aimed in the opposite direction. 

movie_014.gif

Here you can see the dart traps in full working order (except that the darts don't break on collision with the walls).

14/05/2023:

Today I worked on my reflection, reflecting over the work I did in the past week. As I am falling behind on my schedule I worked a lot more days than usual in hopes of catching up. Whilst I am still not caught up, working those extra days ensures I don’t fall further behind. And as I plan to continue with this pace, I should eventually catch up.

How I Managed It

09/05/2023: 

As very little was done today it was quite easy. Following the tutorial helped immensely and got me finished with the knockback in no time. Whilst still ensuring I understand how the code works. Also the research gained should be helpful, and was very enlightening.

10/05/2023:

Whilst the dart trap technically works, it doesn’t work all that well. What I did get finished and what does work was relatively easy to complete, once the research was gathered. However there are problems which I mentioned, and these whilst I have a plan to fix. May be harder than realised. It was very annoying thinking my code was working then realising it had one major error in it at the end. However that's a feeling I will most likely have to get used to. And through perseverance it should be a short lived feeling. 

11/05/2023:

Today I was only greeted with difficulty. Realising that too lists aren’t the way forwards. I wasn’t able to get anything actually completed today. However knowledge was gained and that is arguably more important. I know how to move forwards and that is the main thing. 

12/05/2023:

Getting darts to spawn was relatively easy compared to the hardships throughout creating the dart trap, and the expectations I had set (that this would be quick and easy). This means I will have to plan more carefully next time. Some problems were met when trying to make the dart traps directional, but this was only because I was trying a harder solution, as I hoped this would save resources and time. This was not the case, so the easy solution was used, and like the name suggests was very easy to implement. Only more time consuming than what I thought the hard solution would take. 

14/05/2023:

The reflection was long today, but I feel I went very in depth and thoroughly explained what was necessary. In a way that will truly help me.

What Worked Well

09/05/2023: 

Getting the snake’s knockback working was all that went well today. It was completed quickly and easily. Which is all that can be hoped for. 

10/05/2023:

The detection and shooting of the actual dart trap works very well and I am very proud. Unfortunately there are some problems with this, but at least it, somewhat, works. I am proud of reusing code, this is common practice within the industry and a great timesaver. 

11/05/2023:

Nothing other than the gain of knowledge and mistakes were made today. So not much went well. 

12/05/2023:

I managed to complete the dart traps 99%. The majority of its features have been implemented. And it works exactly how intended. Because of this I am very proud. 

14/05/2023:

I believe my reflection this week is of my highest quality. I have been thorough and included links and key decisions made throughout. I have been informed by a tutor that this is what makes a good reflection. So have acted on their advice, to hopefully better my project.

What Needs Improvement

09/05/2023: 

Not much needs improvement of what was completed. However I would’ve liked to have completed more. As I am currently behind schedule. 

10/05/2023:

The dart traps should shoot one at a time, this currently isn’t the case this is in urgent need of improvement. I also accidentally deleted my directional code for the trap. This means new code will have to be written. 

11/05/2023:

Today, not much was achieved. Because of this the same improvements meant to be made today, are still in need of being implemented. 

12/05/2023:

I need to ensure that darts break when they make contact with walls. This will be easy and use the destroy function, when they collide with objects with the “Ground” layer. Also I need to improve my pace for the future, as I am currently falling behind and taking too long on individual features. 

14/05/2023:

I don’t feel anything needs improvement with my reflection, perhaps certain areas could be more in depth. However where the reflection is lacking my actual project should make up.

How Do I Feel About This

  • Is it workable within the timeframe?

    • Whilst I am still far behind, I believe the majority of what was planned will be workable. I may need to cut some features like the items. But this shouldn’t affect the project as a whole too much. This decision will be made closer to the deadline and its coming. 

  • Are you confident it would work as a project?

    • Whilst the game may need some changes to ensure it is fun, which differ it from my original planning. I believe this will still work as a project. But we are yet to see as I am currently still implementing features and haven’t created proper levels to allow a proper experience within the game. 

  • Might you need to adapt it once you start creating it?

    • Some adaptations will definitely need to be made and are being made all the time. Such as changes to implementing features, in terms of how they’re implemented. Also cuts may need to be made in the future.

FMP Reflection: Development and Feedback

Project Phase: Development and Feedback

Date: 02/05/23

What I've Done

15/05/2023: 

I was unable to get the darts to break when they collided with walls, so I made the decision to scrap this idea. This is because I would like to get more important bigger features added to the game. As darts going through walls shouldn’t really affect gameplay all that much. However what I did get completed I am proud of and is quite plentiful. I completed the bat enemy, and did a great deal of the death screen. Getting the retry and quit buttons working and started the work on implementing the score display. https://youtu.be/zc8ac_qUXQY

16/05/2023:

I managed to get the score to display on the UI. The variable was already being saved so I just needed to tweak it to display properly on the deathscreen. However this still took a while due to my inexperience with getting text to display on UI and my struggle to get the variable accessible in the deathscreen script. I also started work on the highscore, but had some issues with playerprefs, because of this I didn’t get it finished. I will have to continue with research on playerprefs next session as well as the actual creation of the highscore element. I already have the highscore variable created, so some of the work is already completed. 

17/05/2023:

Today I finished the highscore element after some time, it took quite a while as there were some glitches with the value it would display. I am unsure as to what exactly caused these, so I am unsure what fixed them. But the system seems to be working now. I also started work on creating items. I have changed my initial plan for items. Now the item's effect will be random, whilst the same effects will be in the game. Just instead of these being represented with many different items, it's just one with one random effect. This should save time, and be more in line with game’s like The Binding of Isaac, a game of which was a reference for my project. I was given some feedback on my project as a whole today, this feedback won't be used today, but in a later session. Most likely after my reflection. 

Positive aspects:

  • Demonstrated a clear understanding of the chosen genre and game mechanics.

  • Well-structured project proposal, with effective references to existing games for inspiration.

  • Thoughtful consideration of gameplay elements, such as ranged combat and diverse item system.

  • Solid understanding of game design principles and programming, as well as good reflective practice.

  • Competent use of development techniques, ability to adapt plans, and utilization of resources.

  • Consistent documentation of progress, showcasing self-awareness and troubleshooting skills.

Areas for improvement:

  • Provide more detail, such as sketches or concept designs, to enhance the clarity of your vision.

  • Deepen the analysis of features in existing games, their effectiveness, and how they can be improved.

  • Strengthen the conclusion by articulating key learning outcomes and using accurate technical terms.

  • Conduct more independent research and draw insightful interpretations from your sources.

  • Use more varied language and avoid repetition in your writing.

  • Aim for more creativity, innovation, and unique game mechanics.

  • Emphasize testing, iteration, and gathering user feedback for improved gameplay experience.

  • Delve deeper into the principles and theories behind implemented features.

  • Provide in-depth analysis and interpretation of challenges encountered.

  • Showcase reasoned decision-making and consider the wider implications of your choices.

  • Aim for a more sophisticated level of thinking, linking experiences to broader concepts or theories.

  • Include reflections on what you learned and how it will influence future actions.

movie_016.gif

Whilst this gif is from a later build of the game with more features implemented. This still shows all that was created this week. It should be noted the buttons work, but the quit will only work within the actual build (not Unity).

20/05/2023:

My reflection was performed in adequate detail I believe. Going into depth on what happened, what needs to happen and what happened well.

How I Managed It

15/05/2023: 

I struggled with getting darts to break on collision for quite a while, and I believe dropping the idea was the right call and am glad I did. As it allowed me to work on the bat enemy, which went quite smoothly. It took a little time of research to get the bat to actually follow the player, but everything else was already built (the damage and knockback). Because of this little time was spent on it. Whilst I may need to implement invincibility frames to ensure the player doesn’t repeatedly take damage from the bat, this will be done at a later time. Then the death screen was worked on, thanks to the tutorial I had pre-picked. The buttons were very easy to make and didn’t take long. Getting the score to display was quite challenging, and remains unfinished. My skills with UI implementation could do with improvement, and are probably some of my most lacking. 

16/05/2023:

Getting the score to display did take some time. But the answers were relatively obvious, in that I needed to research and use tools such as AI to help me find the method. So because of this I found the answer eventually and managed to complete this element. However I didn’t have enough time to complete the highscore element, due to time spent on the score element and a lack of focus. This shouldn’t hurt me too much as there is still plenty of time. 

17/05/2023:

Getting the highscore element to display was quite easy, as the code from the score element just needed slight tweaking. But the highscore element would sometimes take random jumps forwards in its value. I am unsure what caused this error, but it was fixed with moving some of my code about. Some time was spent pondering, but it seems the problem was fixed somewhat by itself. I also started work on items, whilst the basic mechanic of them increasing stats is working, the stat being randomly selected is not. This should be done sometime soon, but due to a lot of writing work needing completed, this may not be the case. 

20/05/2023:

Writing reflections is still a long and tedious process, and one I'm starting to lose interest in. Whilst at the start I saw some value in it, now it just seems it's taken me away from creating the project I’m being tasked to create. Because of this I believe the project won’t be as of a certain quality I could’ve possibly strived for, if the reflection didn’t have to be performed so frequently and to such a great extent. And with little to show with the reflections actual creation. However this is still technically a required part of the overall project, so will still get created.

What Worked Well

15/05/2023: 

I am quite happy with how the bat enemy works, namely with its detection and how it follows the players. The death screen for what I have working also works well, and I am glad and proud with how much I got completed today. 

16/05/2023:

I believe the score element went well, as it went exactly as planned. Whilst getting it completed a little quicker would’ve been nice, there is no real rush yet. On top of this all the research and knowledge I’m gaining will aid me greatly. 

17/05/2023:

The highscore element now works exactly as intended, so I would say it worked well. Whilst the process of getting it implemented was quite a long one, the finished product speaks for itself, and I am quite proud of it. The item system isn’t fully implemented so not much can be said, the collision and stat increasing works. But the random stat being selected hasn’t really started being worked on, so not much can be said of this. 

20/05/2023:

I believe what I have written is of a high quality, and should allow for a good overall grade in the project. I believe what was written went well because of the depths of what was written, and how I explained what I worked on.

What Needs Improvement

15/05/2023: 

I do need to fix the darts so when they collide with the player or walls they break. As well as adding some invincibility frames. I should also try to keep the pace I worked at today, as I got a good plenty completed. 

16/05/2023:

Nothing mentioned needs improvement, however my focus if it were to improve would perhaps have allowed me to have completed the highscore element. 

17/05/2023:

Certain elements that haven’t been mentioned today need improvement, but these will go unmentioned. As they’ve already been discussed, this will remain the case for other reflections. The item system doesn’t really need improvement, more so it just needs to be completed. I should plan what items will be needed and created however. I will also need to act on my feedback. 

20/05/2023:

Perhaps certain aspects could’ve been expanded, namely with the why’s of certain parts. Like why something went well or wrong. And why I did what I did. For example.

How Do I Feel About This

  • Is it workable within the timeframe?

    • ​I believe the task is definitely workable in the  timeframe, there may not be as many items as I would have originally liked. But the game should be completed. 

  • Are you confident it would work as a project?

    • Yes, as I can see the mechanics coming together quite nicely. And how the question is slowly being answered, I can confirm it works as a project. 

  • Might you need to adapt it once you start creating it?

    • As mentioned just earlier, some adaptations will need to be made. Namely cutting of content.

FMP Reflection: Proposal and Development

Project Phase: Proposal and Development

Date: 22/05/23

What I've Done

22/05/2023: 

Acted on my feedback, ensuring to read it thoroughly and make improvements where they were required. These were mainly in my proposal. These improvements should help me go towards a distinction. The feedback is visible in last week’s reflection. Everything mentioned there has been acted on. I also finished with the items for my game today. Managing to get a random one to spawn, just as intended. At the minute there are only 2 items, health and speed up. I do intend for there to be more however. There was just little time today. I used the instantiate function to spawn the items from a folder. I learned of this method thanks to ChatGPT. This proves yet again the benefits of AI especially within the coding field. To make increasing stats easier, I also moved them all to one “Stats” script. 

23/05/2023:

I continued working on adding new items. For instance creating a double jump power up that allows for double jumps. The way this was configured also allows it to be picked up numerous times, allowing for triple jumps and so on. Because of this, the player won’t be limited or restricted by getting duplicates due to surviving longer. But instead rewarded. This goes back to my main design philosophy, in that the player should be rewarded for playing well. This hopefully makes a fun platformer and roguelike game. 

24/05/2023:

Thanks to a tutorial (https://youtu.be/-bkmPm_Besk) I was able to get the combat completed for my game relatively quickly. My original tutorial (https://youtu.be/fuGQFdhSPg4) didn’t pan out, and didn’t work. Because of this I had to find a new one. In the future I will access tutorials first before locking them in. This saves me time and allows me to work on programming without hindrance. There were some problems with the combat, for instance the player colliding with bullets and the bullets being able to go through walls. However this was fixed. I was unable to implement power ups for the combat system, but this is okay considering what was completed. 

movie_017.gif

Here is the features that I created this week, displayed. It should be noted this is from a later build, yet shows off all the features from this week.

26/05/2023:

Completed the reflection, explaining what was completed throughout the week. This I believe is in thorough detail and effectively displays my projects progress, and what has been achieved, and what is yet to be achieved. As well as areas for improvement. This was all that was done today. But I have  completed all my main tasks, so this is no problem. 

How I Managed It

22/05/2023: 

Acting on the feedback didn’t take too long, but should help my project as a whole. Because of this, getting a distinction should be much more likely. Getting the items to spawn was initially quite a brain racking task, however thanks to ChatGPT, I was able to not only understand but also solve my problem. I told it of my problem, and it then solved it for me in a very simple way. This tool and feature both will and have aided my game immensely. 

23/05/2023:

Adding the double jump was quite a trying process. As there was this oversight where the player could jump infinitely in the air. This required lots of different attempts to fix. However I eventually got it resolved in a creative way I am quite fond of. Because of the way I resolved it, it allows for jumps greater than double. Furthering the gameplay. Despite the errors encountered, I was determined to get this bug fixed, as I knew the reward and satisfaction of resolving it would be worthwhile. Which was correct. 

24/05/2023:

Whilst the original tutorial didn’t work and I did spend some time attempting it. This wasn’t too big of a problem as I quickly found a working tutorial and managed to implement that. Resulting in a gun that shoots within my project. Then I just added some health that was set within the damage script, as all enemies have this. And the combat system was built. There were some errors with the bullets colliding with players and walls however. Using the collision matrix, I made sure the collisions were set not to happen. Despite this and numerous other attempts to fix this the problem still persisted. I asked my tutor for support and they found the problem. The bullets needed to be set to a dynamic body type. This allows collisions to be detected. And ensured the bullets would get destroyed when touching walls. 

26/05/2023:

Whilst writing the reflection was long and tedious I got it done, with little objection. Because of this I am proud. 

What Worked Well

22/05/2023: 

I believe the feedback and how I acted on it went well. These should increase the overall quality of my project. And help me get a better grade. More detail never hurts and because of this my project should be helped greatly. I will aim to get more feedback like this, to help increase the quality of my project. I am really proud of how the items spawn in, this should help speed up the implementation of different items and their spawning. And it also just works really well. 

23/05/2023:

I believe the double jump feature once implemented worked greatly. Due to allowing there to be jumps higher than double. This allows for the powerup to be picked up numerous times. Rewarding the player for either look or persistence. Something I believe which aids in the gameplay. 

24/05/2023:

I believe the combat system, thanks to the tutorial, is of great quality. And will aid in the enjoyment of my game as a whole. 

26/05/2023:

I believe the reflection of today went well. Going into detail on what happened, what happened well and what needs improvement. Because of this, this reflection should prove useful in the future. There is thorough detail and sourced tutorials and information to what I used. All very essential for a good project. 

What Needs Improvement

22/05/2023: 

Perhaps if I got more feedback that catered to other parts of my project, this would’ve helped. But as I didn’t there is nothing that can be done currently. I will aim to get more feedback that covers other aspects of my project in the future. As well as ensuring I get more feedback for the actual practical side of the project. Whilst I am proud of how the items get spawned in, the number of them is quite lacking so I need to work on adding more. 

23/05/2023:

There are still more items which need to be added. I have thought of an item which decreases the bats detection radius. But this is yet to be implemented. 

24/05/2023:

I still need to add more items, now though I can add items for the combat system. New rooms are still required. 

26/05/2023:

Nothing I feel with my reflection needs improving. However I still need to add more items, and rooms for my game. And there is a glitch where when the dart collides with a dart trap it gets stuck. This gave me an idea however so it is not all bad. I will try to make it so when a dart collides with a dart trap it gets refilled. As dart traps spawn darts inside of them, this may be tricky to implement and I currently have little ideas that may or may not work. Mostly using counters. 

How Do I Feel About This

  • Is it workable within the timeframe?

    • The project is 100% workable within the timeframe. With only a short amount of time left, I can say with certainty that I can complete the project. The only actual programming elements left to implement are more items and rooms. And these should be simple. 

  • Are you confident it would work as a project?

    • I am confident that this will work as a project and an entertaining platforming game. 

  • Might you need to adapt it once you start creating it?

    • No adaptations I see will need to be made from this point. However unseen obstacles may arise. 

FMP Reflection: Proposal and Development

Project Phase: Proposal and Development

Date: 29/05/23

What I've Done

29/05/2023: 

I decided to get some sprites created for today, as the previous blank squares used were getting misunderstood and in some cases were hard to see, as they blended too well in with the background. So sprites were created for the player and the hazards. 

30/05/2023:

I started work on trying to get a UI element implemented. One that will display the item you just picked up for a short amount of time. I was unable to get this finished due to complications with getting it to work in other scenes. So I will continue next session. 

31/05/2023:

Today I managed to finish the aforementioned UI element. This still took a while and was very challenging. Because of this it took the full day and I got little else done. Just managing to create a few rooms, and a simply bat repellent powerup. This powerups decreases the detection radius for the bat, making them less of a threat. 

movie_019.gif

As you can see the text displays for a short time, before then disappearing. Effectively displaying to the play what they have just picked up.

Screenshot 2023-06-07 224627.png
Screenshot 2023-06-07 224645.png

Here are the new rooms that I created. These help to add variety to the experience,

Screenshot 2023-06-07 225155.png
Screenshot 2023-06-07 225136.png

01/06/2023:

Today I completed my final reflection going into detail about what I have done since the last one. 

How I Managed It

29/05/2023: 

Creating the sprites was done very quickly, as this isn’t an art project and the sprites were only created to better the gameplay. Whilst getting them implemented was quite challenging and did take some time to understand I did eventually do it. 

30/05/2023:

I struggled immensely with this feature. I initially assumed that this would be quick and easy however this is looking a lot more problematic. But I will keep trying as it is quite essential for a smooth gameplay experience. 

31/06/2023:

The UI was quite a challenging task to overcome, through use of ChatGPT and effort I was able to solve the problem eventually. I managed to create a new variable which was saved and reset after the UI element stopped displaying. Thus solving the problem. Creating the rooms and powerup however despite being tedious were relatively simple. 

01/06/2023:

The reflection was quite tedious, but I was faced with little struggle. 

What Worked Well

29/05/2023: 

I feel the sprites definitely positively impact the gameplay, as they make hazards look more hazardous and allow them to stand out more from the background. 

30/05/2023:

I feel the concept of adding this feature works quite well, but as it is currently not working. Not much has gone well. But I will keep trying to ensure that I can get it working. 

31/05/2023:

I am proud of the UI element, it effectively displays what has been picked up. And because of this the gameplay has been made a lot more accessible. And therefore enjoyable. Making the roguelike platformer even more fun. I am also proud of the rooms and powerup I created as they help to add depth and variety to the game, therefore making it a more enjoyable roguelike. 

01/06/2023:

I feel my reflection as a whole worked well. However it also feels quite lacking compared to previous weeks. This is mainly due to working on fewer tasks though. 

What Needs Improvement

29/05/2023: 

The only thing that really needs improving is my pace, I am running out of time with my project. Because of this I may be unable to finish everything I had planned. 

30/05/2023:

Well still my pace needs improvement still but so does finishing the UI element. These I will try to work on. Attempting to finish the UI element in my next session. As well as improving my pace for the few remaining days. 

31/05/2023:

As I have now finished the UI element there is currently nothing I know of that needs working on. Other than the pace of which I am completing my work. There are my rooms that I should create as well as powerups but due to the lack of time this will most likely not happen. 

01/06/2023:

My pace still needs improvement and will get worked on but that is about it. 

How Do I Feel About This

  • Was it workable within the timeframe?

    • This is my last reflection and whilst I did finish the main tasks I had set for myself there were still some tasks I was unable to complete. For instance I wanted to create invincibility frames, but I ran out of time. Also there were a plethora of items and rooms I would have liked to complete, but due to time constraints I was unable. 

  • Are you confident it worked as a project?

    • I am confident that my project worked as a project. I feel many new skills and knowledge was gained as well as me simply creating an enjoyable game. 

  • Did you need to adapt it whilst creating?

    • Many adaptations were necessary whilst creating, for instance finding different ways to solve problems, cutting content and creating new features to better aid the gameplay. 

FMP Reflection: Final Evaluation

Date: 07/06/23

Now that I have finished my project, or more accurately now that the deadline is closing, I can take a look back at all the work I have completed throughout these 10 weeks. I can assess how effective this project was for bettering my understanding and knowledge of programming, and more specifically how to create an enjoyable platformer game with roguelike elements. 

 

Thanks to having an interest in the question I asked myself: “How to create an enjoyable platforming game that takes elements from the roguelike genre?” I also had an interest in answering this question. Because of this, researching and planning for the project felt somewhat rewarding as in the end I knew that the payoff, of actually creating the game, would be satisfactory. Due to this I managed to complete both the research and the planning for my project relatively quickly. I feel from the depth of what I have written and thanks to the vast amounts of feedback I have responded to. That my research and planning are both of high standards. Thoroughly exploring different possibilities for features in my game, I did this throughout my project leading to the best possible features and solutions for my game. Ensuring that it ends up being of the highest quality I can achieve. My planning was also equally thorough going into detail about what will be done each day and how I will do it. I linked tutorials and listed tools for what I planned on using to create certain features for my game. However there was a problem with this, I didn’t properly check over the tutorials, because of this many of them weren’t helpful for my work. Next time I am to create a project with a similar structure I will ensure the tutorials are truly helpful. Also I encountered a few problems in relation to not knowing how to program certain features, a solution to this could’ve been practising programming certain features or solutions to these features before I actually create them. Or I could’ve just extended my research to go into detail on how to solve certain problems and create certain features, instead of just explaining what will be created and why that is. 

 

Due to the depth of my research I believe all of it was helpful for my project, I went into detail about everything I researched. Analysing different possibilities for every feature. However certain sections definitely influenced my project more so. For instance with the movement system I just went with a basic standard 2D platformer movement system. Because of this research wasn’t all that helpful. It could’ve been helpful if I sketched or just came up with ideas for different rooms. This would’ve made the creating of the rooms much easier. However time did not allow for this.  For the health and death system this is also relatively standard, however I did choose to somewhat loosely follow Spelunky’s health and death system. So it still proved somewhat useful, but this more closely relates to how health is taken which is more of a matter of enemies. I could’ve definitely written more for my items and powerups sections as it is lacking in what powerups I actually plan on creating. I did plan to have a brainstorming session to come up with powerup ideas, however due to time constraints this never happened. All the enemies and hazards I created for my project were inspired by other games, because of this research was very helpful. I looked at other platforming game enemies, and why they worked for these games. I could've perhaps researched more, but I definitely would not have had time to implement more. My research into these features helped me break these down into smaller more understandable parts. They also gave me an insight into why they are good features and how they will benefit my project. My combat was directly inspired by Enter the Gungeon, because of this I looked quite in depth on this system and how to create it. For example linking tutorials in my work so I know how to create these features for my game. I also explored the different types of guns featured in this game, and ways I can implement a feature similar to that. I mentioned simple stat ups however I realised that I would most likely be unable to obtain such a wide catalogue of diverse guns, with my limited time and skills. For the UI I looked at different styles of UI and which would work best in my game. Because of this I feel the research was very beneficial to my project and definitely helped. Helping me determine what would work best for my project. 

 

Thanks to my weekly reflection I have a clearly formatted display of problems I encountered and problems that needed to be fixed. As well as for these problems being solved. For instance most recently I fixed the lack of items and rooms within the game, by simply adding more. I created some sketches of rooms and whilst I did brainstorm powerups, I only wound up adding one due to the lack of time. Another example could be when I was struggling to get the bullets and darts to break when they collided with walls and other objects. Thanks to some support and a lot of trial and error I managed to get this problem quickly resolved. Another problem I encountered was with the death screen, namely with the displaying of the highscore. This is due to using player prefs, a function I had never used before, and one I found quite complex. Because of this it took some looking into, especially when the UI elements were displaying the wrong number. It turns out it was because the highscore was being added by each previous highscore. This was a simple fix, by just setting it to 0 when the retry button is pressed. 

 

I believe that my planning process was very effective. I went into detail on what tasks will be worked on each day. Because of this I always knew exactly what I needed to do. I also explained what tools will be used and where necessary I linked tutorials. Each problem was also broken down into smaller problems, this is known as decomposition. However there was a problem, some of the tutorials I had linked weren’t helpful to my project, this is because I did not properly look at the tutorials and what they were offering. Next time I would look through the tutorials ensuring they’re actually relevant to my project. For the production process of my FMP I followed the plan somewhat loosely. In that I didn’t stick exactly to the timeline. For instance if problems were to arise such as the game requiring a certain feature, instead of ignoring this need I will create that feature as soon as possible. I am proud of the amount of production work I managed to complete despite not completing as much as I planned for, not creating as many rooms and power ups as I had hoped. But I did plan to create more than I knew I’d actually be able to create, so that I’d always have work to do. If I were to complete another project like this in the future, I would like to do more production work. Doing more in my freetime, whilst I did work in my freetime the amount done could’ve been increased. 

 

My practical skills have improved immensely throughout this project, I started this project being relatively new to c# and Unity. But I have left it with a good understanding of them and the ability to use them confidently. To get into specifics I now have a good understanding on how to create enjoyable platforming games, movement, combat, health and death systems, as well as creating enemies and UI. I now know how to create these features confidently and will be able to create them and use these skills in future projects. All this knowledge came together to help create this game. And because of this I believe it is a unique and enjoyable game. 

 

My final project definitely achieved what I set out to do, I managed to complete a large majority of what I had planned on creating. As well as answering my initial question, on how to create an enjoyable roguelike platformer game. Thanks to my research in other games of similar nature and my experience now I actually create one I can see what works and what doesn’t. As well as why this is the case. For instance I know what makes a good movement system, ensuring it feels smooth and responsive for example ensuring it isn’t too fast or slippery and the player doesn’t feel weightless. A great reason I know whether this project was a success is due to my feedback telling me what is fun about my game and what isn’t, this has proven to me that feedback is definitely essential to this project. This knowledge will be a boon to future projects. 

 

Whilst I did not get much feedback for my project, the feedback I did get was still very useful and a great help allowing me to improve my project in numerous ways. For instance I was told my movement system felt too fast, so because of this I made the character slower. Another piece was that the spike hazard felt unfair in how it instantly killed you. Due to me still wanting this hazard, I just made it so the hazard was used more sparingly and in easier scenarios. Where dodging it is much easier. I also got heaps of feedback on my actual website going into detail about what is missing. Such as me not going into much detail in relation to why features worked for certain games and why I will be using them. These helped to shape my project and ensure it was always going in the right direction to ensure that I ended up with the highest level project I could muster. 

 

If I were to do this project again I would definitely make some changes. Whilst planning I stated I will work on rooms and items throughout the project's life. However I did not end up doing this, because of that the total number of items and rooms is quite lacking. Which is counterintuitive to what I originally planned for. Also I would simply spend more time working on it, ensuring that I can finish all what was planned. As there are certain mechanics like invincibility frames which I did not manage to implement. Doing these would have raised my project to newer levels and either secured me a good grade or perhaps lifted me up to a new one. As well as aiding my overall knowledge. 

 

I made many decisions during this project, however some key ones were to not create sprites for every asset. This allowed me to spend more time working on my programming. Ensuring that the focus of my project is actually developed and of the best quality that I am capable of. I feel this was definitely the right decision. Another decision I made was to spend more time on research and planning, this I also feel was a good decision as whilst it took longer for me to get programming. It in the long run allowed me to program these features much quicker. Therefore overall saving me time. My final decision was to not finish creating everything I had planned, to ensure I had checked over everything and that my final evaluation was completed. As these are essential for my project. One decision which I made that definitely hindered my project was the decision to create rooms and items at the end despite my planning stating otherwise. Because of this I did not get many rooms or items created. And these were supposed to be a big part of my project. Therefore my project and the enjoyment factor of my game has definitely been negatively affected. 

 

This project is definitely where I learned the most for this course. As not only was it in a field of the course (programming) which I enjoy more. But also I NEEDED to learn certain skills to ensure I could get this project finished and get a good grade. Before doing this project my programming skills were pretty much limited to python and didn’t crossover to game engines much at all. Now however I am quite confident in C# and Unity. I have stated key skills gained prior in this evaluation, but the reason these skills were gained, beyond to get a good grade, were so that I can pursue a job within the games industry, as a games programmer. Now whilst I feel I still need to learn more, these skills have definitely helped and will go a long way in progressing me towards a job. 

 

I feel I have made good progress on this project. Developing a lot as a programmer, thanks to the many skills and overall knowledge that has been gained. However there are still areas where I performed better, and areas where I feel I performed worse. For instance I feel like my research skills whilst they have improved, they’re quite surface level. Now there is a lot of quantity, perhaps the quality could be improved, namely with going into more detail with the “Why?”. Despite coming to conclusions I didn’t properly explain why or how I came to these conclusions in all aspects. This is a sentiment that was highlighted during some feedback of mine, which I agree with. For my planning I feel I did a tremendous job, explaining thoroughly everything required. But as mentioned before I should’ve double checked sources and tutorials linked. For the initial project proposal, thanks to some feedback. I feel it is of great quality. Explaining what I will be attempting to achieve, and how I will do it as well as why I’m doing it. Now for the actual creation of the game there were some problems. For example I didn’t follow my planning’s timeline as well as I could’ve. As when falling behind, whilst I did do work from home, I didn’t do enough to catch up. Also I completely ignored it when it said I’d create rooms and items throughout. This is for 2 reasons, one being I felt rushed by the deadline slowly closing in. But I also enjoy programming features much more. I also probably could’ve tidied the files much better, as they’re currently a mess. A similar sentiment can be shared with scripts as there are a lot of errors showing in the console. Whilst these errors don’t affect gameplay they’re still there and should probably be tidied. And for my weekly reflections, yet again whilst thorough the first few weeks don’t go into as much detail that could’ve been necessary. Namely because I didn’t go into “Why?” changes were made. Also I didn’t name tools or link sources, even though I probably should've. If I had the chance there are things I would change or do again. Such as going into more detail with my research, practising coding so I can confirm whether I have the skills required to create certain features beforehand, watching the tutorials in my plan to ensure they’re helpful, I could’ve also planned out more rooms to be created as well as more items and with the actual game I wish I would’ve followed my plan’s timeline closer as well as doing more work in my freetime so that I would have completed more. I also learned of Unity’s tile editor quite late into the project, and because of this was unaware of it when I started creating rooms. This most likely would’ve sped up the creation of rooms, but it was too late to research and start using by the time I was informed.

Myles Coleman - Programming FMP

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