Weekly Devlog 1: Coding Compartment


1) Create and use temporary placeholders for the characters in Unity and make a movement script. The team's goal for this week were to establish and polish mechanics by reducing the scope of the game and narrowing down. 

2) I've complete both goals for the week. I made sure to establish agreement on the version, my group will be using for the project, making it more easier to import assets from the art compartment.

3) Complete the input action map for both keyboard and controller support and assigning inputs to specific buttons in Unity. This goal is currently in  progress.

4) In the past week, I created a unity project for the game and made a movement script for the placeholder characters in the project. I started to bind the movement with the movement code for both controller and keyboard by making an input map.

5) I will make sure to finish implementing the controller binds for the necessary mechanics such as dashing for the survivors and the following weeks get the input actions working for the poltergeist.

6) I will need to learn how to organize the input action maps for both the poltergiest and the survivors, as well as mapping the inputs for both characters. 

7)Sample Movement CodeInput Action Map


Playtest Report

1) For this playtest, I was playtesting the analog prototype for our game.

2) For this playtest, I wanted to learn more about the losing conditions and how the map size can serve as a factor that influences other mechanics. 

3) I playtested with one of my friends, who has played a similar game to what my game concept is inspired by.  It was more easier for him to understand the concept and give me feedback about the level design and mechanics. I intend for the target audience to be for everyone 10+. 

4) When I was explaining the mechanics, my friend visualized the mechanics with the map size, and thought of how the mechanics can be affected by the placing and spacing of walls. For one of my mechanics, the players have to charge up generators and my friend thought of disadvantages and advantages that can apply for both teams. This opened new ideas or suggestions for new mechanics, where the ghost can phase through walls, if the flashlight width or radius covers the entrance of one-way areas leading to the generator.

5) Some questions I asked were about specific mechanics like how do you feel about the ghost being instantly damaged, when the player flashes the flashlight in the direction of the poltergeist, or like for what conditions can this be suitable to have as a mechanic. I tried to frame my questions by thinking conditionally and hypothetically based on what-if's so it can help me consider possible scenarios that can happen in the game

6) Some feedback I received from my friend was to have a lose condition, where when once all players are caught or frozen by the ghost, it can be treated as a life system. This gives the player a chance to understand what they did wrong and lengthen the play time a bit, so the players can understand the mechanics as they play along. Considering the scenarios where the players can easily work together with each other and have control over one-way areas by shining their light in the direction of the entrance, helped me consider how to resize areas, so the ghost can have a chance to reach the players

7) I plan on working with my teammates in the design field in considering the suitable sizes of the entrances for the rooms and implement the life system in the game.



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