Development Log


Feb 13

  • Tested out SourceTree
  • Started working on the prototype

Feb 18

  • Finished the first prototype with only one room
  • Added background sprite

Feb 20

  • Added sound effects for:
    • Player dying
    • 4 types of laser
    • Reload
    • Health pickup
    • Key pickup

Feb 23

  • Added sprites of the first version of main character
  • Created the first map according to the paper prototype

Feb 24

  • Created animation clip
  • Fixed the bullet destroy mechanic (before it was only destroy on became invisible but not by hitting walls)
  • Added player hurt sound effect
  • Room transition is almost done

Feb 25

  • Mobile control with two joysticks is done
  • Room transition is done

Feb 26

  • Put prefabs into the rooms

Feb 27

  • Added sprites for enemies and the key
  • Fixed animation scale
  • Added running sound effect

Feb 29

  • Created the UI system with placeholders
  • Refined room transition
  • Fixed the door collider
  • Encountered a bug where player slides away in later rooms

Mar 1

  • Added door sprite

Mar 2

  • Created a second map based on sketch

  • Encountered the first merge conflict, switched to a new branch
  • Added code detecting which platform the game is on
  • Added sound effects for:
    • Button click
    • Door open/close
    • Laser trap
  • Adjusted the mobile floating joysticks
  • Coded in pitch change when firing bullet

Mar 4

  • Coded in sound effect

Mar 5

  • Refined sprites

Mar 6

  • Map transition is fully functioning

Mar 7

  • Added two background music
  • Put prefabs into each room in the new map
  • Encountered second and third merge conflict
  • Enemies have a 10% chance to drop a health pickup upon killed

Mar 8

  • Added three other background musics
  • Created boss
  • Adjusted the difficulty
  • Changed the final room to be a large room; boss drops a key when defeated; win game when going through the final door
  • Coded background music fade in/out
  • Changed the health icon script from disabling when lose health to lower opacity when lose health so that it's easier for player to know that the maximum health point is 3
  • Changed UI code
  • Changed all colliders that were isTrigger back to isTrigger
  • Fixed the weird boss size after the new sprite is added
  • Tested on the phone and made some final adjustments

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