Unconventional Warfare

October 2018, Week 3

+ Loading scenes are optimized. Instead of loading & unloading, commonly used scenes are loaded once at startup.
+ Combat level generation is almost ready with working cover system.
+ Equipments like armors, bandoliers & hemelts are added
+ New UI update in pretty much every scene.
- DD closing in 10 days.

October 2018, Week 2

+ Procedural combat level generation improved
+ Scene transition is being optimized(aka reducing loading time)
+ Ranged weapon accuracy calculation updated
+ Started working with our new writer & artist.
- Loading optimization taking some time & hurting my brain.

October 2018, Week 1

+ minimap controls
+ shader update
+ terrain visual & performance improved
+ got good number of potential new writers contacting me
- not many potential new artists contacting me

August 2018, Week 3

+ Teamed up with talented artists
+ Now the game is 3D
+ Tank mechanic
+ Improved combat with simulated physics
+ and more cool stuff!

March 2018, Week 4

+ Skill points can be spent
+ Bandoliers expand bag capacity
+ Control improvements
+ Combat UI improvements
+ Bugs fixed
+ New mechanics are being added with decent progress.

March 2018, Week 3

+ Got a tech demo out
+ New demo update with bug fixes coming up
+ 2 Character basic equipment art done
+ Food & Hunger mechanic

March 2018, Week 2

+ Combat UI improvements.
+ AI simplified(for now).
+ Basic audio system implemented.
+ New Artist nails my taste.
+ Said hi to bugs.
+ (Tech)Demo coming up soon.
- Many features cut from the demo.
- I'm getting fat.

February 2018, Week 3

+ New level & level assets
+ Improved Combat AI
+ Scene loading screen & transitions
+ Some optimization(Scenes & prefabs)
+ Got an artist, so I can focus on everything else
- Most likely having to start over with character art

January 2018, Week 4

+ 2 new characters added
+ Scenes organized
+ Combat UI updated
+ Audio(sfx, music) manager added
+ Bugs fixed
- tried to make UW turn-based combat, wasn't fun.

January 2018, Week 2

+ DoA(Dead or Alive, huehuehue) system added
+ Store & item interaction added
+ Body armor added
+ AI bugs fixed
- Art is slow, might need to make some changes

January 2018, Week 1

+ New map UI
+ Player unit controls
+ Squad order system
+ New Zuhra art
+ Combat records/result

December 2017, Week 3

+ New top down art added
+ More art WIP
+ Character art direction settled
+ UI update
+ AI organized
+ Animator updated to handle different body parts
+ Bugs fixed

December 2017, Week 2

+ ENTIRE AI rewrite/organization.
+ Proc. Gen. Battle Field
+ Demo Gameflow Checked
+ Big bugs fixed
+ Very closed to deciding art style

December 2017, Week 1

+ Flanking behavior revised
+ Story simplified
+ New art style options narrowed
+ UI improvements
+ Minor bugs
+ Reviewing core gameplay(on how much control player gets)

November 2017, Week 5

+ Flanking behavior added
+ Detection accuracy improved
+ Big bugs fixed
+ AI improved and explanding
+ Interviewing artists(2 weeks left)

November 2017, Week 4

+ Documented Game Design(GDD)
+ Detailed Game Flow & Design
+ Armor/Cover mechanic implemented
+ Unit detail UI added
+ "Recon" squad skill added
+ Interviewing potential part-time artist

November 2017, Week 3

+ Broke AI down into smaller pieces to add more behavior options.
+ AI optimized
+ Grenade Added
+ UI Script cleanup
+ Armor/Cover bonus started
+ Skill/Ability set revised

November 2017, Week 2

+ Zuhra revised
+ Zuhra Chibi added
+ AI improvement
+ Item info UI(When mouse over)
+ Grenade started
+ Lots of bugs fixed

November 2017, Week 1

+ New CG(Katya)
+ Resting sequence in training + Art(Katya)
+ Sneak movement
+ Coordinate flank positioning (+ while sneaking)
- Art is slow, need for speed

October 2017, Week 4

+ Got chibi art started
+ Training animation script
- Got sick can't do shit going to see doctor latro.

October 2017, Week 3

+ Search AI
+ Basic guard area & return fire AI
+ Local communication AI
+ New environment textures
+ weapons sounds(pistol & knife) added
+ Status Icon pops up(only "surprised" for now)
- Programming is easy, but Art isn't.

October 2017, Week 2

+ Traning added (without animation)
+ Hurt face added
+ Rifle sound added
+ Sentry AI added
+ Character weapons loaded from DB
+ Gave up looking for an artist
- Gave up looking for an artist

October 2017, Week 1

+ Rifle and knife added
+ Blood splash added
+ Cover to Cover AI behavior
+ Retreat option when encountered enemy
+ Character skills(+UI for it)
+ UI Improved(Button & some BGI)
+ Training WIP
- Artist is hard to find

September 2017, Week 4

+ New mainmenu
+ Object pooling system upgraded
+ Finally started working on combat
- Took longer than planned to decide on AI(picked Behavior Designer over Utility)