Dev-Log

December 2021 - Winter Game Jam. 

theme: Snowy Chaos. Time: 4 days. Title: Snowicide Prevention

To kick this off, Harry generated 2 ideas. One was about riding a b-icicle and the other was a fabulous one about stopping a snowman from committing suicide by closing all of the windows before he melts. It was a pretty wild idea, but I went with it anyway as it sounded fun. This game jam, in its entirety, was recorded and uploaded on Youtube.com/sambamuel. 

It was stressful at times and we found it hard to work together as we were using an archaic method of transferring files-- email.  We didn't know about GitHub, Unity Collaborate, Plastic SCM, and 1000+ better ways of doing it.

 So my role, supposedly, was programming the player movement, shooting, and the windows mechanic (reloading snowballs and closing windows) as well as UI. Already this seemed like a lot of work but I was lucky to have someone to share the load of the programming. this person's job was to program the Snowman's AI. The AI consisted of the snowman's movement, left to right, climbing ladders, stopping at windows, and running from the player. Harry also requested that the snowman pick the closest window and go to it. So this was quite difficult and a fair bit of work but I trusted my team member to get it done. I decided this whole teamwork thing wasn't so bad and that we would be on track for success--

day 3, Ai still isn't close to completion. panic ensues. turns out he had been overcomplicating the problem by trying to use raycasting for the snowman's ladder and window detection. he was dead set on getting it done but when this day rolls around he straight up admits that there may not be enough time to get it done. by the way, if it had worked the way he wanted to, it would've been an amazing Ai but we didn't have that kind of time. on top of that, sending the files back n forth was becoming a pain in the arse. 

That night I made a difficult decision, a decision which completely saved the project. I pulled an all-nighter and got the snowman's AI done and dusted, albeit less optimized and less cool, it worked. we had an actual game. instead of making it detect the nearest window and all that, I just had it move one way until it hit a wall, player, window, or ladder. if it hit a wall or player it would move the other way, if it hit a ladder it would have a 50/50 chance of going up or falling down if it hit a window it stopped moving. I kept it simple and did the bare minimum and the result was a cheeky snowman that could be anywhere, anytime, killing itself on any window, running from the player. I was happy with this result.

 Oh but I didn't go to sleep, I kept at it. now was day 4 so I had to get a shimmy on! we still needed to do the main menu, death screen, win Screen, the score at the end, music, and a few other bits. I believe I was then at work at a pizza place that night so I think harry had to submit it so that made me incredibly on edge. He did it in the end, we did it, it was mint. 

By these accounts, it sounds like harry didn't do much but he did. We were constantly having a back n forth about the mechanics, design, art (which we stole, Aaron did the elf tho), and sound. he also made the level, the main menu and the snowman art. the reason why I don't mention this in the mayhem is that he helped reduce the chaos and wasn't causing much stress for me. So yeah, big ups to harry.

 after all that, we got a pretty shit rank but number 1 in originality, and I was later told that the name of the game bordered on exclusion (as it had a theme of suicide). I learned a whole lot from this game jam and hoped to do better in the future. I learned loads about teamwork, programming, design, time management, and the importance of sleep. 

-sam

January 2022 - Global Game Jam 2022.

 Theme: Duality. Time: 3 days. Title: greyscale

This one, admittedly, took a bit less effort on my part. The Coding for this game was as simple as the movement, left to right, and the mechanic. the mechanic was that when you press 's' it turns off all tilemap colliders (making the player fall through the floor/ceiling) then turn on the opposite colour tilemap collider then reverses the player's gravity. a pretty whacky mechanic but not too difficult. it was annoying working with the two colliders on the player, one on the head and one on the feet, but in the end, it wasn't a huge challenge.  my other job was to do the Key-door stuff which was irritating but again, not too challenging.

 Harry's job, in my opinion, was the true struggle of greyscale. He had to make many unique and intriguing puzzle rooms for a game mechanic we had just invented. On top of that, he had to make sure the player didn't soft-locked, stuck, or bored. plus he had to design the rooms to be aesthetically pleasing despite the artwork being just squares. a true challenge. The one thing which made all of this just a bit harder was the fact that we had two tilemaps, one for white and one for black which meant that sometimes he would place a block on the wrong tilemap (understandably) and the player would get stuck on invisible blocks. We fixed it in the end and made it so that we only have white blocks, and made one of the tilemaps black so that when you place a white block on it, it would appear black and therefore making it clear whether he cocked up or not. 

despite these challenges, harry was rushing through making as much as he could to get the game finished. a bit like what I had experienced with snowicide prevention. He managed to get it all done and I uploaded it just minutes before the deadline but there kept being bugs with the game so I was almost crying after reuploading the game the fifth time within 10 minutes. I ended up calling it "the_grey_scale_finaleV2.0.1.2ProXeditionDeluxGoTYGoldPlusFive.7z.xx10" lol. 

There's no official ranking on the GGJ website but we got 27 hearts which is rather mint.

-sam

February 2022 - Passion Project 

Title: Unstable mable. Time: about a month

"What if, instead of controlling the player, you control the emotions of the player?" this was the thought which spurred many conversations regarding this strategy-based auto-battler that we put a lot of time into. this was good practice. for me, it was working with UI, stats and numbers, random chance, static variables, cooldowns, auto-battling AI, art resolution, and most importantly, IEnumerators (for timers). For harry it was game balancing, inciting feelings of progression, understanding replayability, how to plan things out, and learning how to deal with Sam. 

my friend from school + college, jess, did the art for the game and it was bloody mint. working with her was very easy and the art was exactly how we imagined it. good job jess! the programming wasn't a huge deal but there was a lot of work to do so there's that. the UI was the biggest pain in the arse I've ever experienced in game development but I learned all about it and managed to get it to work. the design was, again, the trickiest part of this game in my opinion. Like, balancing the 12 different abilities and their different pairings must've been the hardest thing to do and it was the thing that dragged the game down. people either found the game too easy and just spammed all the best abilities, while others found the game too hard and said "you can't beat the game without this one ability, it's bullshit". of course, they were wrong but I can understand where the complaint comes from. by all means, the balancing wasn't, there was some logic to it, but it didn't turn out amazing either. 

you might be thinking "if it wasn't balanced, then why did you stop developing?" the answer was simply that we grew bored of the project. passion projects don't work when you lose your passion for them. it became a tedious task to fix bugs and constantly balance stuff so we just stopped. Another thing is that our assignments were due soon and we hadn't done much so we decided to focus more on that. 

I think I learned a lot from this concerning programming complex games and also that we should think very carefully before starting another big project.

 still a mint game though, you should play it.

 P.s I gave the artist £15 because she was so mint.

-sam

April 2022, Easter Hollidays - Practice Project.

Title: 'bacterial assault' Time: 2 weeks

for this, I just wanted to work on something on the side during the holidays so that my routine didn't go to shit, so I started working on this 1v1 multiplayer RTS XCOM style game which, at the time, I intended to complete. 

I started with the unknowns, I had no idea how to do multiplayer online and I thought this was a perfect opportunity to learn it. I ended up using a plug-in called PhotonEngine which was really quick and easy to use. just a few lines of code and UI elements and I was able to create a game creation lobby with password-identifying rooms that you could join and play. also with a max number of players per room. So this ended up being the easiest part of the whole experience.

next was the actual hard bit. pathfinding. As you may be aware, xcom has a unique movement style where you can move a set number of squares in total, but no limitations as to which direction. for this I utilized the method of recursion which is one of the most confusing programming techniques I've encountered so far.  This involves a method that calls itself passing in a parameter and repeating this process until the base case is true. For me, it was going to this block, if this block is either out of range or a wall, if not: add one to the distance traveled, turn the block pink, recurse but with surrounding blocks. if out of range or a wall: return. 

I'm not sure if I explained it correctly as I struggled to understand it at the time but then I used the same algorithm but for generating a path to where the mouse hovers over a pink block. this was the result.

then I made it so that the bacteria couldn't overlap each other in transit, fixed bugs then implemented the ability to drag around the map. next was the shooting mechanic. accuracy was based on the distance between the shooter and the shootee (but I didn't manage to incorporate walls into the calculations). when you click the shoot button, all the squares in a circle radius glow blue. then you can click any enemy on a blue square to shoot them. 

This sounds like a couple of decent features to base a game around but honestly, we were so far from the goal of a decent base game and uni was starting up again so unfortunately, I didn't have the time to make it into a fully-fledged game. I'm proud of getting the mechanic done as well as I did but I hate that I didn't get to finish it. We didn't have art, we didn't have music, we didn't have harry. it's purely a pathfinding algorithm + multiplayer. 

at this point, I declared it a practice game and decided to focus on my studies which I believe was a good decision.

-sam

May 2022 - ACM London Game Jam (Sam POV) 

Theme: none. Title: Child's Awakening. Time: 1 month

Another harry-less project and an absolute shit-show. We started this project with approx. 12 ACM students from all years and greatly varying skills, abilities, and work ethic but by the end of it, we had about 3 or 4, including myself. So what went wrong?

before I get to that, let's focus on what went right.  We made a decent game within the time limit with epic art and sound, functional gameplay, 2 types of enemies, moving platforms, cool core mechanic, deep lore(not that deep), 5 levels, and 4 unique settings. Honestly, it was okay in the end but we had a fair bit of trouble getting there.  

the design: the first and main problem with the game was the design. the game was either too hard or too easy. the platforms were a bit oddly placed and the path of the rooms was hard to navigate as many people didn't get how to use the flashlight mechanic. Also, the enemies were annoying instead of scary because you'd just die instantly to an invisible enemy. We initially had two designers, one first year and one 3rd year (experienced). That was the perfect mix because It meant there would be an influx of new ideas being moderated by experience + knowledge. However, sadly, the 3rd year was injured and physically couldn't take part. This means it was all resting on the shoulders of the inexperienced first year. I'll give him the benefit of the doubt because he did attempt to do the level design but it involved keys and a style of level which didn't suit the gameplay in the project. Then he just kinda faded out of existence.  This meant that it was down to myself and Miguel (artist) to do the design last minute (which neither of us knew how to do). Miguel knew the art and I knew the gameplay mechanic so it was down to us to do it. Also, I had to go to work at the pizza place so I was doing it up until the last minute which is why the ending is so abrupt.

The art: We had a cool 3rd-year artist with us in the first week who drew some cool concept art for the enemies but she disappeared and ghosted us after the first meeting so we couldn't rely on her for anything.  Next, we had an artist team member who was quite hard to get along with. She produced like two things in 3 weeks and kept effort at a minimum so that wasn't going to remove any stress from Miguel. 1 artist, Miguel, a legend, drew the art for the entire game. He made it easy for me to implement by sending me separate PNGs, sprite sheets with evenly spaced sprites, both black and white versions of each asset, and making the arm separate from the character. It was a lot of work for him but he managed it like a boss.

the programming: as the only programmer on the team, I had the biggest burden because if I messed up with the code then all of the art, sound, and (maybe) design would've been for nothing and there was no safety net if I couldn't do it or couldn't be arsed to do it. On top of that, because I was the only playtester of the game (as I had to look for bugs), everyone came to me with their questions and that was a fair bit of responsibility. I did get lazy at certain points but I had Miguel there to keep me on track and in the end, I did everything I said I was gonna do within the time frame. I even pulled a couple of all-nighters before the deadline but I can't recall what I did.

 the sound: I forgot to mention Rexland, absolute legend. he spearheaded the sound boys and kept his patience when working with someone slightly less experienced with making music. He produced 3-ish unique soundtracks and ginger harry made another one. the sound guys were spot-on. there was the issue of the sound effects, though. The sfx was done using foley and all the sounds either didn't fit their respective actions or sounded far too realistic for the 2D game. I think the problem there is that the person making the sfx didn't see any gameplay or art before making the sounds.

the lore: "write 12 diary entries please" "ok" she finished the entries within 15 minutes which either implies that she's quick with words or that they were going to be shit. We can all agree that they were all god awful but I didn't want to put this person down so I didn't say anything. The same person came up with the title and created the title screen without conferring with us about the title. I'm still not entirely sold on "child's awakening".

Despite all of this, I refer you to the "what went well" section. We learned a lot about working with a randomly-assigned team and how to deal with certain situations despite nonsense. I don't think I handled it amazingly or anything, but I learned loads afterward.

May 2022 - ACM London Game Jam (Harry POV) 

Theme: none. Title: Scatterbody. Time: 1 month

Now it comes to my POV of that same game jam above. As Sam mentions it was a randomly assigned team making my project Sam-less. My team flowed surprisingly well together, even without the 'sell your soul to get this done' attitude of Sam. We were assigned an equal number of students to the other groups but once again only some of them were willing to properly get stuck in with the jam. Roughly half of them were 'jammy dodgers'. By the end of it we had roughly 7 or 8 including myself, making us a bit luckier than Sam's group in numbers.

Most of these were artists, resulting in the art being very strong for this project with all areas needed in terms of art being well covered. We decided on doing pixel art for our game, as that way it was easier for everyone involved to have a consistent style and much less time consuming overall. I also learnt a lot about resolution during this while working close with the artists, and the importance of consistency throughout for pixel art. What was made was some really great stuff, Angie an artist from 1st year at the time was willing to animate the character's animations and create all the sprites for that and did these cool intro and outro cutscenes. There was only one minor hiccup with a scaling issue with the leg being massive compared to everything else but I just thought it was just funny and we moved on. Amber, a 3rd year artist helped where she could with some cool extra details along with some of the tile set. However, the majority of the tile set was done by Dan from the first year who was clearly experienced in doing so and made it easy for me to draw out the levels afterwards. Finally, Liam from the 2nd year helped out with the art for various background props in our spaceship setting. Sadly a few of these didn't make it in as I ran out of time creating rooms near the end, but there were some solid brooms and chairs in there I used.

Speaking of the design, this was a good chance for me to try and learn more about level design and experiment a bit. I think difficulty pops up as a problem though once again with this project, the first section of the levels involving the movement of the head was a bit too difficult, especially for it to be the very first section. Thanks to the programmer Stanislav, it was very easy to change the numbers surrounding the physics of the movement for the body parts. However I should have changed these numbers a lot more for the head and for the leg. The leg as a playable body part should have been thought about a lot more, it essentially played like a normal platformer and the level for it was one of the longest. This difference in playtime for the body parts was due to time constraints, since I waited to be able to play as the body parts in order to draw out the levels so I could test as I went along. This was quite a big oversight on my behalf though, because it meant the more complicated body parts to program had shorter levels, which is a shame considering the effort put in to programming them. The torso for example was one of the more interesting mechanics, but only had a tiny 1 screen puzzle to complete for it and that's it. This was partly also due to a loss of progress on the leg level, with me redoing it last minute, and at that point I should have thought to give the leg a small room and focus on the torso.

For the programming, there was only really one programmer, Stanislav. I could rely on him to program generally everything and we kept in communication and he would tell me what was plausible to do et cetera. Since it was just Stanislav carry the load of programming I stepped in a bit with my considerably dodgy coding techniques to do smaller things like the keys for the doors, tooltips and whatever. Stanislav was also quite good at making things easy for me as a designer to jump in and change numbers and everything being prefabs and all that. (don't worry Sam you're good too).

Finally when it came down to sound we had nobody up until the last few days, when Kirk in the 2nd year jumped in did what he could in the time. Even if there weren't that many sounds they worked well with the game, and he also implemented the sounds for us.

In short, I think I once again learned from this project. I enjoyed being the one to call the shots here but that role is better suited for Sam. I also am very conscious of what went wrong with this project in terms of my design, and it can be improved upon for next time. 

June 2022 - Passion Project

Title: Banana For Scale. Time: roughly 7 hours


following the famous 'Banana for Scale' meme, harry thought it would be a mint idea if we made a game about resizing a banana to be mathematically the correct size of a banana concerning an object on the screen. it was a mint idea. 

it was so fun from start to finish. harry rushes around his house looking for things to measure then frantically does maths to figure it out. then me, fiddling with sliders, static objects, scene transitions, and scoring. recording voice lines in audacity and procuring a funny song from bensound.com was fun. It was so epic to make this but because it wasn't very complex so there isn't much to comment on.

 This project is when we figured out how to export as WebGL which means that game is more widely accessible and mobile gamers can play mouse-only games. pretty epic. 

June 2022 - Passion Project (On-Going)

Title: furry farming (not actual name) Time: 2 months + ongoing was talking to personA in my kitchen and then personB  walks in "oh you're interested in game design right?" A says to B. B says "yeah but I have no opportunity to" something like that. So the business cards come out and B gives me an idea for a game. I figure it's quite a cool concept for a farming game and I'm interested in developing it. She's good at art and had fully planned out the story and gameplay within a couple of weeks so that's how it all started. Again, no harry, but it was alright. B has been very consistent with planning and I was working fairly hard during summer both at the pizza place and at home. 

it took a while to get the rule tiles working but I managed. there was so much to do and I wasn't able to do it all within summer, this will take like a year to be decent. it took 3ish weeks but I managed to get a few things done: movement, using items on a hot bar, using a hoe on dirt to till the land, using seeds on tilled land to plant, using a water bucket on tilled land to wet it, using water on the water to refill, creating a day/night cycle, making it so that if you haven't watered tilled land in 4 days it un-tills, making it so that you have to water a crop for it to grow, using scythe on fully grown crop gives you the crop with random chance to get more and the chance decreasing as the quantity gets higher.  plus bug fixing and weird stuff with art. I got a bit lazy at times but there was so much left to do such as NPCs dialogue, NPC pathing, Combat, Enemies, animal farming, Fishing, Cooking, Collecting wood and rock, Magic spells, upgrades, Inventory management, Shops, etc. It's too much for one man. I did as much as I could within the time limit, going out to coffee shops during the day to get more motivated and trying my best to relax at night but then August came around and I had to start with another game jam so I've left it there for now. 

the artwork is amazing though. always appreciated.

August 2022 - ACM Summer Game Jam

Theme: Old meets new. Title: Agent Googar. Time: 9 days 

This was the mammoth, the game that would beat all other games. For this one, I had my dream team lined up: Harry (the designer and friend), Angie (the pixel art specialist) and Miguel (the gumption-pumped artist from Child's Awakening), Rexland (the epic music man), Stanislav (the epic programmer for complex algorithms) and myself(the half decent programmer who wants to get shit done). With these fellas onboard I was prepared to make an epic game and we kinda did.

 the discussion about the game idea was a bit odd at the start because harry was running dry of ideas. He came up with this one about a gun which can either age or de-age a person with either a left click or a right click. then there would be babies, dudes, and old people dotted around and you would have to age them all and then beat the old people to death with a club. Then, as this was being explained, Stanislav says something like "I would fight for a different idea -- I just don't see the potential of this one" and that shook Harry's confidence a little. I did want to see harry succeed with this idea but of course, I knew that Stanislav was completely right. It was a shit idea. 

Then, I let harry ferment for a while with ideas. All I said was "we need to pick something by the end of today so we can start production". He then comes back to me later that night saying that he couldn't come up with anything so I said "fuck it, let's do a top-down bullet hell dungeon crawler like the binding of Isaac" and then that seemed to bring his mojo back and we got back on track with design. He did a fine job after that small hiccup so it's fine.

 programming: 2-second delay shadow, shooting mechanic, 6 unique Enemy ai, health UI, Map UI, rewind ability(plus particle effects and damage), random dungeon generation, random health drops, and abilities; there was a shitload to do, but that was fine because we had two of us on the case... Right? We divided the work like this, he would do the main complexity which was dungeon generation as he had made something similar before and I would do all the grunt work which just takes time & effort rather than skill. We had a chat about the algorithm he was going to make and then he got on the case. Fast forward to the weekend before the deadline and he DMs me saying that, for a completely valid and ok reason, he could not get it done in time and that the responsibility was with me to complete the dungeon generation as well as my other tasks. It was a challenge I hadn't prepared for but I had to take it because there was no other choice. I made my own algorithm for it which was less optimized but it worked. it was a 5x5 grid where the rooms were completely randomly generated where when you go through a door it would take you to a random room door coming from the appropriate direction then it remembers which rooms are next to which despite them being physically in a different location. One of the more complicated things I've done and doing the map UI was a pain in the arse. Then, so that we could carry on with the design, I did an all-nighter where I completed all the enemies and extra stuff.  Also, 3 hours before the deadline, I decided to add the random ability drops which were a really good feature.

 this is my to-do list on the Miro board.

design: the room generation was done in a way where you could make a room anywhere on the map and as long as you put it in the list of rooms, there would be a chance of that room appearing. This meant that making the rooms was easier than ever. Harry was working overtime on the rooms to make them good, factoring in difficulty, aesthetics, whether it made sense, placing objects to block bullets and movement, placing enemies, etc.  Despite having very little time, Harry managed to do 17 rooms and I made an additional 12 (albeit less good ones) to help out. we needed a minimum of 25 rooms for the room generation to work on a 5x5 grid but 29 were made which increases the variability between playthroughs.

 sound: Rexland was working on his own game for the game jam so he had to split his time between that and making music for us. In the end, he made us a cool song for quick gameplay and he didn't submit his game for whatever reason. We had no sound effects. it was my job and I failed to implement the ones I procured as we purely didn't have enough time. 

Art: the art was cool to see. Miguel did the tiles, environment, title screen, baby, and a few other bits while Angie worked on the enemies (most notably the wife-thrower), Intro cutscene, and a few other stuff. They worked well together and did everything they were meant to and more. I look forward to working with these guys in the future. also, harry did a few rush-job things that we needed such as the health drops, random ability drops, and the Crack. Epic work from everyone, aside from me because I'm shit at art.

ABULIA

Duration: 12 weeks (3 months)

A Week-by-week account of a programmer in a collaborative indie games team.


ABULIA

Duration: 12 weeks (3 months)

A Week-by-week account of a designer in a collaborative indie games team.

September 2022 - ACM Programming Pathway Assignment

PRISM BREAK

Duration - 12 weeks


The requirements of the assignment were to make a game with multiple core mechanics/systems but we must include controller support. 

Sounds simple right? Sure, if you were going for the bare minimum you could put together a 2D platformer with wall jumping, dashing, and swinging on a rope for a secure 40% passing grade. However, I was gunning to be the best. I was going to use this project to push the boundaries of what I'm capable of and go above what is expected of me. I chose to make the most programmatically complex game that I've made so far. (I scored 77% btw)

My Game Included:

The red ones are likely what earned me the most programming marks but the others were part of my creative design process and made the 'game' into a 'GAME' if you know what I mean.

 Procedural Map Generation

For this I decided to go with the Cellular Automata method. This Is where each square has an algorithm to decide whether it becomes a block or an empty space. 

Whether you understand the algorithm or not, this will create a random Terraria-Esque cave-like map.

 A* Pathfinding

I didn't choose A* pathfinding because it fit the game or anything, I chose it because It was the most complex and effective pathfinding that I could attempt. The goal of A* pathfinding is to ensure that you find the shortest path every time. However, due to the nature of my game, it introduced a lag issue to my game. Nevertheless, I optimised it the best I could while keeping the pathfinding in the game. I like to think that this gained me more marks than it lost.

 Save Files

I mainly used this to save your colour settings between sessions. This is the very simple way that I was taught to use save files:

Overall

 I had fun on this project, this is the only project so far in which I've been able to creatively express myself using the skills I've acquired from working on the game jams.

December 2022 - ACM Winter Game Jam

Theme: World Of Snowcraft, Duration: 4 days. 

King Of The Chill 

What an experience this was. Just to give context: the uni Assignment deadline was the 13th of December, then I was away In Denmark between the 13th and 18th of December... The Game Jam began on the 19th of December. couldn't catch a break. I was knackered but I was also excited to do another game jam so I put on a brave face and worked as hard as I could. 

The team consisted of me, Harry, Kristian(programmer/musician), and Sab (artist).

 Idea generation 

For a start, the theme was god-awful, It was really hard to come up with an original idea when the theme is so explicit, but we ran with it. We opened a Miro and came up with a handful of ideas but we identified these first ideas as "within the box". Now we knew what "the box" had, we decided to think outside of the box. One idea was "what if it you had to freeze worlds with crafted items" and that spurred on the idea for King Of The Chill.

 Production 

We had 3 really decent unity programmers here and we were very able to produce everything that was designed. However, I didn't do my job as a project manager properly or at all. I should've realised early that the scope was too large, that objectives of the game weren't fully thought out and that the craftables were too expensive. Although it's not entirely my fault, I wish I'd been more proactive with the decision-making of the game rather than just blindly programming whatever harry wanted.

 Also, when you are working with friends, it's very important not to get distracted. I can't speak for the others but when I was in a call with Kristian and Harry, I was just talking and barely working. I did notice this later in the project, however, so I started leaving the call to focus-fire some of the tasks. music helps with this. 

One major problem we that Kristian had lost 3 hours of progress with the enemy AI. We were working on plastic SCM, on one branch, and Kristian was not pulling our changes for several changesets so when he finally did try to pull, his conflicting changes were overwritten. He then took a couple of hours' break to get over his loss but then he was back on the ball and redid it all. Absolute legend.

(my prompt ^)

January  2023 - Banana For Scale[REMASTERED].

Just a silly banana game 

It was just me and Harry on this project, reigniting the passion for bananas. 

We wanted to try our hands at making a mobile game with the skills and experience gained from previous games. Over Christmas, I started progress on a title screen with the main focus of the game being presentation and content rather than features. I started by buying a UI buttons pack to fit the mobile game theme, then I downloaded the font from Bloons and bought a large pack of 3D models to play with.

 So, between the 3rd and the 16th of January, Harry and I woke up at 9.30 -10 AM every day and got to work on this project. It was two weeks of a good routine, a clear mindset, and lots of progress. Our ability to produce games has been better than ever and the process was very enjoyable and fun.

 In the game, you resize the objects to their correct size, you get peels based on how well you do, you can then use peels to buy different skins and maps which change the game slightly. There are also achievements that give you peels as a reward.

 We made sure to structure the game so modular in a way where we could constantly add to it. We can expand on:

How much we add to this depends on how much time we have because University is starting up and I'll be programming two other projects.

The main goal for this game was to have a publishable app for the Google Play Store, we will likely have ads and this means that we will have an excellent portfolio game with proof that we can make money from this.