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Breach - Week 2 Development Blog

  • Writer: Matthew Tedder
    Matthew Tedder
  • Mar 6, 2024
  • 2 min read

Updated: Jul 31, 2024

This week I decided that I wanted continue to make a framework for the project inside of Unity. In order to better manage the project I decided that the creation of a programming list

which displays all of the base level programming tasks that would be required for the game whilst allowing me to contain the scope into something feasible. Additionally I discussed the scope of the project with Tariq, my tutor and came to the conclusion that it would better benefit my project to aim for a vertical slice which has different "scenarios" in order to better show of mechanics in comparison to a complete game.



Link to prototype document:


Additionally I developed a document outlining the minimum required art assets for the game. This will allow myself to manage the creation of assets as I will not be relying on assets for set dressing for breach based on its simplistic art style.



Link to art asset list document:


Finally I ended this week by integrating a basic enemy AI system for the standard enemy type. This was made relatively easy by the simple fact that I noticed that the design of the enemy mirrors the same systems that were used on a previous project of mine called Death Be Thy Name (https://mr-mindish.itch.io/death-be-thy-name). By using the code from that project I was able to have a working proof of concept enemy in my game scene. Whilst this works for the meantime this ultimately may need to be changed into something more efficient later on down development.


In the upcoming weeks I hope to begin contributing to my games design document. This will be used in order to establish my game idea further so that it can subsequently be used as a point of reference throughout development to ensure that I stay on track.

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