Week 1
1. Decided player character should walk/animate forward instead of side to side.
2. Sketching character based on reference of a model on a runway.
3. Researched helpful programming and art references.
Week 2
1. Finished 2D player character in their base outfit.
2. Realized the walk cycle would not only be difficult, but might look weird if clothes and hair aren't moving. To animate every clothing piece and hair is too time consuming. 
3. Decided walk cycle is not a priority, player can control the character by moving a platform the character stands on back and forth. 
4. Animated facial expressions for clothing collection. Blinking idle. Adding more is a stretch goal.
5. Changed the art style of the character to an anime style to simplify the art and time spent drawing.
6. Created a rough idea for the Clouds outfit. Plan to refine silhouettes, make bigger sleeves, add more to the skirt, and make outfit more on theme with futuristic fashion.
Week 3
1. Finished the Clouds outfit.
2. Fixed the position of the feet to better ground the character. 
3. Created the game build, directory, and imported assets.
Week 4
1. Set up the idle animation in Unity.
2. Created the player movement script.
3. Blocked out the character in the game level with boundaries.
4. Finished the design for outfit #2, Stars. 
5. Created the clothing movement script.
Week 5
1. Created a clothing collection script called Show_Clothing. When the player enters a trigger, the item of clothing corresponding to the appropriate tag will show on the player.
2. Created 5 spawn locations that randomly instantiate 1 of the 15 articles of clothing.
3. Created a timer for spawners that spawn clothing every 1-5 seconds.
4. Created a Clothing_Delete script for clothing to be set to not active upon trigger/collision with the floor or the player.
5. Finished outfit #3, Bubbles.
6. Created the Player_Score script and set up winking animation when the score = 5/5.
7. Added all articles of clothing to the build, score tracker is functional and tracks all 3 styles, shows how many pieces collected. Clothes show up on the player and get replaced.
8. Planning to add distinct color borders around falling clothes to differentiate the styles, with matching score tracker text, and UI icons. This will make it easier to see which pieces the player needs to collect.
Week 6
1. Created Boosts and Gravity scripts to adjust the gravity for Speed Ups and Slow Downs on player collision with tagged game objects.
a. When any boost is active, additional boosts can not be picked up, the timer must run out on the boost before they can collect a new one. The boost type is displayed for how long it's active in the bottom left corner. Until they're replaced with the final assets, circle represents a Speed Up, while triangle represents a Slow Down.
b. Slow Downs are helpful when the outfit is complete or near complete and the player wants to maintain it and avoid objects easier. The Speed Up offers a built-in difficulty setting where the player can challenge themselves and make avoiding objects harder. If not, avoiding this boost is its own challenge.
c. Because the player can't pick up boosts while one is active, this makes other boosts "safe", like the outfit pieces already collected. This means the player can "safely" stand under clothing they have without losing score points and boosts while one is active.
 
2. Created an Outfit Reset boost that clears all collected clothing and score. Square placeholder icon.
 
3. Created a timer reduction boost called Time Loss (placeholder: hexagon). This boost can be used by the player to reduce the timer and finish the level faster. This can be helpful when an outfit is complete.
 
4. Created a level timer, when the timer reaches 0 the build will close. Plan to replace with scene changes.
Week 7
1. Added a placeholder background in the game scene, added the clothing borders, created the Style icons, and created sketches for Start and Credits scenes. 
 
2. Fixed the eye reflection on character’s left eye. Updated animations. 
 
3. Created Boost icons and menu button backgrounds. 
 
4. Increased the clothing size and character size in the scene. 
Week 8
1. Created the game level background in Illustrator and Photoshop.
2. Added the Start scene to the build and created a level change script. 
3. Created background movement scripts for the sky and clouds. 
4. Added the majority of final art assets to the build.
5. Updated the score to show Style icons and a bar that shows collected pieces. 
6. Updated the timer to a circle. 
7. Created assets for end scene player animations with makeup that matches each style. Created a spotlight and platform, but the platform didn’t work visually in gameplay. It looked like it should be part of the collider and could cause confusion. I prefer the player as is because it makes it easier to see the outfit pieces the player has on. 
Week 9
1. Created all the scenes and transitions in the build, including Credits and 4 end scenes, Clouds, Stars, Bubbles, and Incomplete. When the timer runs out, the script checks the score to send the player to the appropriate end scene.
2. Added the popup that explains the rules and starts the game. Added buttons, 2 fonts, and some post-processing and particle effects. 
Week 10
1. Added lighting and post processing to all scenes. Now when the sky changes from day to night, the lighting also changes and affects the environment.
2. Added animated spotlights and stage lights to the game level. Spotlights light up randomly between spawn points. The floor grid is also animated and changes color from yellow to green. 
3. Added a dimming effect to the screen before the game starts. 
4. Added particle effects for each Style that start when a Style is fully collected, and stops when the player loses a piece. 
5. Changed the incomplete ending to display the collected clothing based on the player’s score. 
Week 11
1. Added audio to all scenes, with level music (1 start song, 2 game level songs, 4 unique end scene songs, and 1 credits song) and sound effects (clothing collection, speed up, slow down, no boost notification, outfit reset, time loss, button press, and wink).
2. Added a popup to explain the rules and boosts on the start screen.
3. Adjusted the grid animation and spotlights.
4. Changed textboxes on UI to grid pattern.
5. Moved particle effects to the sides of the screen.
6. Reduced grain.
7. Changed gameplay flow to return to Start after each end scene, instead of Credits.
Week 12
1. Created a splash icon.
2. Created a game icon for the executable.
3. Created a custom cursor.
4. Created the final Behance page.
5. Changed the font for timer text and countdown.
6. Created a border for the game level, fixed boundaries.
7. Added speakers and music note particle systems. 
Senior Project
Published:

Senior Project

Published: