Project K2

June 2017 (Week 4)

+ Made and rigged some pipes, turn the valve to shut them off.
+ Working on sort of a puzzle so that there is more to do in the game than collect coins.
+ Made some optimizations with the graphics. Tweaked graphics presets to fit different kinds of hardware.
+ DD15 build is almost done, although the map is much smaller than I wanted. Now to finish the puzzle and kill any game-breaking bugs.
- Since I have a lot more content in this build, I'm getting concerns about performance. We'll see how it turns out.

June 2017 (Week 3)

+ Made a tileset for the maintenance area
+ Some tweaks
+ Some other minor stuff I forgot
- Progress kinda slow because of the fucking heat wave (40+C all week), running Maya on my rig really doesn't help.

June 2017 (Week 2)

+ More props, made a bridge/railing tile set
+ Coins and wrenches now magnet fly to the player if he comes close enough
+ Tweaked jumping
+ Tweaked shooting/aiming, new crosshair when aiming
+ Started working on building interior

June 2017 (Week 1)

+ Level props
+ Demo level layout done for a hundredth time already
- I can't level design for shit.

May 2017 (Week 4)

+ Working on enemy behavior scripts
+ Implemented double jump
+ Aiming/shooting doesn't require standing still anymore
+ Added sounds to breakable and pickup objects
+ Made a Sputnik prop

May 2017 (Week 3)

+ Robot plant is textured and animated
+ Few bugfixes
- Progress is kinda slow this week since I had a lot of stuff to do

May 2017 (Week 2)

+ Overhauled the locomotion and camera system. Jumping is now much easier and more consistent. Camera isn't awkward anymore.
+ Started working on enemies. Made a robot plant monster in Maya, still have to texture and rig it.
- New locomotion system broke aiming and shooting, but it shouldn't be too hard to fix.

May 2017 (Week 1)

+ Working on implementing a new movement and jumping system, since the one I have seems to be the worst problem people pointed out.
+ Fixed awkward camera rotation.
+ Implemented pause menu, still have to hook it up.

April 2017 (Week 4)

+ The robot can now aim.
+ Made a simple HUD - it has coin count, life count, and health progress bar. Coin count also has a progress bar (coins found out of total).
+ Polishing the Demo Day 14 build, squashing any retarded bugs.
- Since the robot can't be harmed atm, health is always at 100%. Lives, however, are those weird rock things scattered throughout the level. The wrench is supposed to restore health, but that ain't happening either.

April 2017 (Week 3)

+ The robot can now shoot properly. Bullet collisions are detected at all times.
+ Zipline is fully functional.
+ Robot animations are now playing at 120% speed, and the game feels much more dynamic.

April 2017 (Week 2)

+ The robot can now shoot.
+ Made a rocket-powered zipline but still have to rig it. The concept is similar to the loop de loop.
+ Made a test build for UWP, everything is working so far. I want the game to be available on Xbox One as well.
- I still have to get an Xbox One to actually test it out.

April 2017 (Week 1)

+ Started working on animations, since Unity's built-in animations aren't enough for the game mechanics.
+ Started working on player props
- Progress is kinda slow since I had a construction project that took me nearly a whole week to complete

March 2017 (Week 5)

+ Working on environment
+ Loop de loop working
+ Made a tileset
- New tileset somewhat broke the level mechanics because tiles are all different sizes and I have to position them differently.

March 2017 (Week 4)

+ Game starts to take shape
+ Collectibles are halfway done
+ Started working on environment
- Animations are still placeholders