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Breach - Week 21 Development Blog

  • Writer: Matthew Tedder
    Matthew Tedder
  • Jul 10, 2024
  • 2 min read

Updated: Aug 1, 2024

I started off this week by deleting a substantial amount of unused assets from the FPS Engine Asset. I did this in order to lower the time that it would take to build the game. This was a result of a build taking an hour and a half simply because I wanted test the fps count of the game in the built version. Ultimately this would not affect anything important based on the fact that I hadn't used any of the deleted assets in my gameplay and it is unlikely that they would to have been used in the future.


In addition to this I also reverted the build type from Windows universal back to a standard type build. This was a result of the build process being a lot more confusing and not working correctly. Initially I thought that this change would cause some issues with the voice command system as it was my belief that the voice recogniser was utilising windows in order to detect the microphone. This however was not the case and the mechanic still works effectively post change.


Lastly for this week a large chunk of my time was used altering the main menu so that it fits my game.


This included the following:

  • Replacing the "FPS Engine" logo with my games logo

  • Changing the descriptions of each selectable levels so that the player knows what the scenario consists of.

  • Fixed an issue when the cursor was not viewable / usable when returning from a level.



Due to unforeseen errors i.e. the build compiler error/bug I ended up completing more tasks for this week that initially intended. Last week I outlined the fact that I would focus on changing UI elements from "FPS Engine" and as I have stated above this was completed. In my opinion I feel as though I have shown good problem solving skills through my management of the build error based on the fact that I found an issue, reflected on said issue, found a potential cause i.e. reverting the build type back to standard type build and stuck with it which ultimately ended in success.


Next week I have plans to begin blocking out the primary level for the vertical slice. I am going to be focusing on the embassy level based on the fact that I feel as though it will be most effective in displaying the gameplay and I am not going to have enough time to get all of the planned levels in the game.


Plans for next week:

  • Begin / Potentially finish the Embassy level.

  • Begin outsourcing some assets to fill the environment.




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