Basic Rules-
Grid based movement by using dice roll to see how much you move. For the characters and the enemies.
How do you win the game? You win by fixing tow engines and then going to the control room with out getting killed by the alien enemies. You fixes the engines by finding repair tools randomly in rooms you can also you can find weapons in random rooms that you can kill the alien enemies with. You also can win by getting to an escape pod and have one engine fixed so the power comes on.
Reworking-At the start of this week I had a talk with one of my teaches asking for some advice and finding out if this is a good idea and how hard it would be to make, now I have maybe so basic rules and things I want in my game.
So my teacher handed me a few whiteboards and told me to do a few quick drawings to explain my game, I drew a grid to show it will be grid based movement and writ dice to show would be rolling to move on the grid, Did a Box and writ room in it as this show there will be rooms you have to go in and loot for power cards shown at the bottom of my whiteboard, Also have small drawing of a space ship to show that it will be on one and also writ a s in in to know that is a spaceship, next to that is a escape pod with the letter E in to show it is a “escape pod”, After that I drew En standing for a “engine” and small drawing, Next to that I had a A standing for “alien” and also Ku meaning it is trying to “Kill you”, I also drew a C and small drawing meaning “controls” for when you have the engine on you can fly home.
He then asked me to do a quick drawing of my level/spaceship and talk him thought a game, I told him the goal witch are to repair the engine, you do this by finding repair kits in rooms, You can fix one engine and try get to a escape pod, or both engine and get the control panel, with out getting killed by the alien.
After this my teacher got my pisres to give me some tips and told me somethings to change, witch was to get remove the dice and power cards as they are to hared to add in, also that there are not many features/ machines. 
And my teachers and pires gave me somethings to make my game better, Maybe have it play like a top down dead by daylight, have the enimeins as AI and find out how to do it, maybe have it more as a puzzle game, how do you competition the game, More engine adding more to the puzzle game. Also it has Changed for grid movement/turn based to normal top down.
So after getting this feed back I plan to murege the ideas and do some research on some other games like dead by daylight so that could get more of idea on what I want my game to be before I make more plans for my game also before I start making the game.
Mechanics Ideas-
Now that I have a solid idea of what I want and I’ve done research on mechanics I’m going to go over what my game is and what each individual mechanic and going to try to have in my game. I’m also doing this as I feel like it’s quite unclear with the reworking I’ve done and the basic rules I have so this will be a showcase of what I have decided to merge and got rid off in my rework from my basic idea.
Mechanics list-This is a list of core mechanics I want in my game and then additional mechanics I can maybe adding later and then luxury add-ons to make the game feel smooth, look better and feel better when playing.
Core- Player Movement, Player Pickups (Score), Player Life, Enemy Damage, Enemy set path.
Additional mechanics- Camera Follow Player, Health pack pickup heal, Floor Damage, Enemy Chase player.
luxury add-ons- Smoother movement, animations, sound, pressing e to interact, pop-up text.
First I’m going to be talking about my Core components of the scripts that I want to make and code.The player movement has had a big change going from a dice movement grid to just being wasd or arrow key movement the reasoning behind this is that I was informed that It would just take too much time to make a dice movement grid turn-based system in the time I have to make my game.
since my player movement has now changed it means quite a few things have to change as well meaning that the enemy will also have to work differently and the way I have decided to do this is to have an enemy running on a set path doing a patrol going from A to B.
Changes-
Removed Weapons-
to do with the time constrictions I have on this project I’ve had to remove a few ideas that I have being that you no longer can pick up weapons or find weapons to kill the aliens with.
Removed Repair Kits-
I have removed the idea of finding a repair kit to repair the engines you just now have to go up to them to repair them.
Addington Broken Floor Pads That Damage You-
But now that we’ve gone from a grid-based movement to just wasd or arrow keys I decided to add in broken floor pads that if you walk over you take damage given another element of challenge to this puzzle game. I also considered not having the floor damage you but just stun you for a duration but I decided to just be better to have it damage you as I think it could get annoying being stunned over and over again.
Kept Health Packs-
I also think another good addition would be to keep health packing as it’s quite challenging as you have to dodge enemies and broken floors.
Kept Enemy Chasing You But Added More Enemies-
I’m keeping in that the enemy will be chasing you throughout the level there will be multiple aliens though instead of just one that I originally planned. With the addition of more enemies I have also decided to add a patrol path for the enemy to walk from A to B. This blocking off hallways and doors and engines, this will make it so you have to time when you run into these places to do the stuff you want to do to escape the level/spaceship. But the possibility of winning by Killing enemies / the alien has disappeared and changed as you no longer have the weapons and there are more than just 1 enemy/aliens.
Win Condition-
The win condition for the game is still the same you still need to repair 1 engine to escape with escape pods and you still need to repair 2 to escape using the main controls of the ship.
Lose Condition-
You still lose the game in the same way if you die by an alien you have to start the level again but there is the challenge of avoiding dying by the broken floors as well as if you do you will need to start the level again.
Other Considered Mechanic Ideas-
Hiding-
There is also talk about adding in the Mechanic of hiding but I just feel like that way too time-consuming and I’m not sure how to do that and I could not find any video on when doing my research.
Stun-
maybe adding in a stun mechanic so that you can have a chance to run away from the aliens or stun so you can get into a room that is hard to get in to with the Enemy / aline patrolling it.
Having Unique Characters-
having unique characters that have different abilities, for example, one character could maybe have a sprint ability so when enemies get nearby you can sprint off or having one that has more health but moves slower. But this would mean that I would have to design different looking characters and having a way for you to select the characters which is causes a lot of other coding things and designer things that I just don’t have the time for and the time frame I have. I like the idea very much but it’s not possible.
Map- I Started with making a very basic map just made out of boxes. My Idea for this map was that is would be a asteroids mining ship. This is the first level that you will be on, I added in some letters to represent certain rooms the C standing from control room you would need to fix both engines to win the game this way, R just meaning just rooms and then EN standard for the engine you need to repair and then E for escape pods you only need to fix one engine but it is a lot longer to get to and more chances of the enemy/aliens getting you.
Now that I knew the shape of what I kind of wanted my ship to look like I decided to draw draught of it, I drew the basic shape and then labeled kept the same as the last Square map as it will help me when I come to color code it and fill in the details so I know where the things will go and which room is which.
The next map a drew was the detailed version all did was make the map more detailed by cleaned it up and adding in a basic thing and shapes to help me when I come to make the real map.
I made this map to help understand how the level would work in unity I did this by colour coordinating things and then adding in the labs to the side.
As you can see the green dot represents the player and where you’ll spawn in a hallway.
Next, I have my enemies marked in red you can see that one will spawn right behind you that enemy will be chasing you and then the others located on the map will be patrolling set paths going from A to b. All of them will be traveling at different speeds to give you a variant of timing and when to move the player.
Next, you have the engines on the map it’s as simple as just going up to them and repairing the way you do this is just by colliding into them and they will go from red to normal color in the game.
Then we have the dark blue which is the main controls and then it says 2 out of 2 meaning you need to fix both engines.
Then light blue is represented by a line just meaning that there are several escape pods but they’re all located in the same area so it doesn’t matter too much and the EN just means 1 engine out of 2
And then you have the or dark green dashes meaning doors EN 1 out of 2 means that some doors will turn on when you fix 1 engine.
Finally, we have gold which is keys and the keys will allow you to open up different and certain doors that don’t need an engine to work.

I love designing maps as I feel like it really gets your brain thinking of how your mechanics would work in the environment you are presenting to the player if I get to have time after making my first level and I would love to come back and make some more maps/levels. Even if I don’t have the time to make them in my game.
Potential Asset Locations-
All over the ship- Dead bodies, blood, Broken floors.
Rooms- Pacific rooms will have certain things in them but I’m just going to list off what different assets I would be using in them and would potentially have in then, Beds, desks, chair, closet, table, lockers, showers, toilets, Boxes, there are some many things I could make for my rooms it just a matter of time if I have the time to make them.
Main Control Room-It would just be a bunch of controls and I would have to have a glass window at the front so they can see out into space.
Engine Rooms- In the engine room it would have an engine and some tools and other mechanical things.
Now that I have done my maps I have decided to make an asset list to help me get a list of all the things that would go into my map to make it in unity I also split it up into categories to help me decide on what would be the most important to do first. I also think making Potential Asset Locations really help me get my brain thinking of what assets I would actually be having in my game also help me realise to actually think what was important and what I needed in my game, not just for looks and Style.
Assets list-
Core- Player, Enemy, Engine, Controls, Doors, Walls, floor, Health pack, Broken floor, health sheet.
Semi-important- UI and menus, Wall corners, Inwall, glass wall, rocket, drills.
Accessories- Beds, lockers, showers, toilets, Boxes, Dead bodies, blood, desks, chair, closet, table, kitchen.
As I briefly mentioned in my research my art style will be simplistic 2D Art Like the games Rimworld also fit the atmosphere of horror games like Outlast, pray and Alien Isolation. I will be making my Assets 64×64 or around that and this will also help me when I come to make my game in unity as I can use a new handy tool called Tilemap, That they have recently added to unity and I will be taking full advantage of this.
Core-
Now I know what Art style I’m doing and what assets I needed to make I Started with the first thing on my list was Player my plan is to get my initial sketches and then if I have the time at the end of the project come back and make them a lot better.
This is my first sketch of my player this hopefully will just be a placeholder for when I start making my game in unity it is 64X64 and it is just a space helmet.

I then moved on to my Enemy I spent A bit more time on this trying to decide on what I wanted it to look like I started withdrawing out some parts of animals and the very first thing that I drew was the feathered wing and I was trying to imagine if the creature would look good if it had wings and I did not really see the creature having feathered wings and be able to fly.
I then got on the idea of what my alien would use to kill so I drew a claw I really like the way I drew the claw as It looked quite dangerous.
I thought I would give my wing idea another try so I tried drawing some bat wings, and I felt like they generally looked as good and I could imagine the alien maybe having these and I thought what would happen if I was to a combination of a bird and a bat so I drew some talons when I finished drawing the talons I didn’t think it fit the vibe of my game as you are in an in case environment and for the aliens have wings I don’t think it would have been a good idea and did not make much sense for a creature to be hunting in an enclosed area with wings.
So I decided I would try a different style of feet and draw a hoof and I thought it would work well with the claw I drew.
since I knew what the hands and the feet will going to be I thought I would start thinking of what kind of skin the alien would have.
I drew 4 different designs for skin, fur, scales, feather and shelled. and after drawing this I decided that scaled would probably work the best.
So now that I did a few sketches I thought I had a pretty good idea in my head what I wanted the creature / alien to look like so I decided that this time I was going to try and do the drawing by hand on paper in instead of the tablet that I’ve been using on Photoshop.
As I wasn’t too happy with the quick sketch I did with my player and I was considering maybe if this drawing goes well on paper I might swap to doing it all of my finished drawings on paper as I feel like it would give it a more a unique art style.

after spending almost all day on designing my enemy all I got done was only the leg and the tail after this I wasn’t too thrilled with what I did and had draw and I was being encouraged to get on with some other sketches instead of putting all my time and effort in to one thing which I said I would not do So I decided to just do it quick sketch and come back to this if I have the time…
In this quick sketch, I decided to keep up with what I did with the player and made it 64 by 64 and just have it the face of the monster/alien as I did with the player sketch.
Next thing on my asset list was the engine so I decided to keep up the pace and the same quality as my other assets my player and my enemy I made a 64 by 64 and kept it very simple.

After that, I made my control panel sticking to the 64 by 64 ratio. Felt for a quick sketch this was pretty detailed and looked pretty good.

Then I was going to move on to my door but then I realised I can’t really do the door without making the wall first so I skipped that and went to the wall first. I made this 64 by 64 once again as it was very important that I made this one as a 64 by 64 for as if I didn’t I wouldn’t be able to do the tile mapping in unity. I also like the kind of darkish look I had going on with my control panel so I tried to keep with the trend with that by making it a bit darker and this made the blue pop a bit out / stand out a bit more.

Now that I had made the wall I could go back and make the door so I made two asset one opened and one closed this is symbolised by the blue light being open and red light being closed.


but after finishing this I realised that having the doors the way I have them would not be a good idea as I would have to animate them opening and closing so a teacher recommended that I would have laser doors instead so that is what I did I decided to draw one blue laser door and one red laser door. This means that when I come to make it in unity it will be easy and look smoother. When the red door is showing it will have a collider stopping the player when blue the player can just walk thought.


Now I moved on to making the floor I decided to keep the dark theme going and make sure that there is no lights on it so you could identify walls from the floor and I made sure that it would 64 by 64 as if I didn’t once again I wouldn’t be able to do the tile mapping in unity. Does look that quite bland but it is a sketch and it gets the job done I did try to give it a bit more texture but still looks blank but it is a floor after all and thing will be going over it so I guess it’s not too bad as if it was a very busy drawing it would be very hard to identify and decipher what is the floor and what is not.

As I made my next two things on the asset list they were both pretty straightforward one was that I had to edit my floor to look like it was broken and had a hole in it and then the other was drawing a health pack both were 64 by 64. It was important that the broken flor was 64 by 64 as I would be using that in my tilemap in unity didn’t matter too much for the health pack but I thought it’d be nice to keep up with consistency with my sketches. I also made another quick sketch I just edited the broken floor to look like it had sparks coming off it I did this so that I could have an animation in my game are also to indicate that the floor will damage you if you get to close.



Now I moved onto the last core component of my asset list my health sheet this one is the most complicated as you need to set it out in a certain way so when you put it into unity you can represent that your character is actually losing life, the way I did this is by making one heart then copying and pasting it in a line and then doing the same getting one less heart each time down in the line. I made an Individual heart 64 by 64 this doesn’t matter too much I just like to keep up with the consistent sketch sizes.
That is it for the core Components that I need to make my game if I get some more time I will come back and make some other assets to fill out the game and make it look better but until then I’m just going to start making my game.
Semi-important assets-
starting with my semi-important asset list I’m going to be doing my UI design as I think that is a pretty important but not important enough to prioritise it over other things like having my game working and playing like it should be.
The first thing what I worked on when starting my UI design was just simple bog Standard block out of my UI and my idea for UI is to go very minimalistic on it. In the top left you have your health and then the top right you have what key card level you have and how many engines are repaired and how many need to be repaired.
I then moved on to trying out a space UI, I will be adding the text in the game, I will as be using the format above. Like I say I’m going for a minimalistic UI design but I still feel like this is taking up to much off the screen too much so I decided that I’m going to remove the top right saying what key card level you have and how many engines to fix.
I also feel like this will give the game a bit more of challenge aspect as you have to just figure out like what keys open what doors and have to keep finding the engines until you fixed enough to win the game going to the control panel or escape pods when you fix enough engines. 
So I did a simple design for a top left UI Liked this I like this a lot more also obviously my heart sprite sheet would be going over the top of this after testing in the game it feels a bit off so going to slightly alter the design I have right now.
The changes I made was to make the blue heart the same colour as the green light also to make it a bit smaller and more compact and feel a lot more simplistic go for that minimalistic look at I want. That is what this UI does and it does it well I really like it I feel like it fits in with the theme and the rest of my game and doesn’t take away from the game.
Audio Design-
Audio is not my main concern I have done up a bit of research on it this week and I found a very useful tool called beatbox that I messed around a bit and I ended up making a small toon they’re quite liked and decided to put it in the background of my game so the game wasn’t completely silent.

https://www.beepbox.co/#6n31s0kbl00e01t7m0a7g0fj7i0r1o3210T0w1f1d1c0h0v0T0w2f1d1c0h0v0T0w5f6d0c0h0v0T2w1d1v0b4x4h4h4h4h4h4h4h4h4h4h4h4h4h4h4h4h4h4h4h4h4p210FBO2k0Cvdei210CfCkbk393ygbcAdg5cKKVUE00FBM2i1s1cugVhw0kP99O1eAo0
If I get my time I will come back to this and maybe designed some more sounds for maybe the character running around all the aliens in my game to make noises or maybe having engines powered up and have doors can power down and turn on and off.
I do feel like there is a lot of potential with game sounds and making it a lot more immersive but I just want to a focus on my game mechanics for now and get them done and made and maybe come back to audio work.
Making Mechanics-
This is where I will be showing off how I created and made all my scripts for my game, I will talk about what I found difficult and what I found easy when making the scripts and any challenges that I had to overcome.
Player Movement-
The first thing I did when making my player was make an public float called speed so I could alter the speed that the character would be able to move around. Then added in a public pool called floatycontroller this will be used to make the player be able to stop moving and move when turned off and on.

This part of the movement code for the player pretty much just is allowing you to use wasd to move or the arrow keys also as I mentioned before I will be using floatycontroller to let the player move meaning when true the player can move and when false the player can’t. Also I needed to addForce so that you can move and then we had in velocity so you can’t move. The vector2 is used to represent 2D positions and vectors.
This part of the script for the Player was not too much of a struggle as I have made it in other games before and it was pretty straightforward.

Player Health-
Next, I moved on to another core component of my game health. Starting with making two public Int one current health and one max health.

Then in void Start, I add in pretty much current health = max health, this pretty much just helps me make sure that my health is actually working and going up so make sure that you have Max HP when you start the game.

Also in the void update, I added in this to make sure that my health would be at a maximum when starting the game also this will come in handy later when I need to make a game over screen.

Now comes in the tricky part linking up this piece of script to some Sprites to represent on the UI so you can see when you lose health or gain. I was struggling with this so I referred back to my research and use one of the videos I found. and then following this tutorial I end up finishing in a making my HP work perfectly fine.
Now that I had my health working. I could move on to making my player being able to take damage, I did this by making a void on trigger enter Collider 2D other, another meaning for the player what this will do is it will compare tags so I just have to tag the broken floor with Pit and since it is tagged with Pit the player current health will take -1 from current health. Meaning the player will take 1 damage.



I’ve done the same thing for enemies this is not 100% necessary but I think later on when I come to make the enemy more advanced it will help to have a separate enemy tag.

Now that I have the enemy and broken floor being able to damage you I thought it would be a good idea to make another core components of my game that being making a set path for the enemy to walk on from A to B, I did this by starting with making all my Transforms floats and bools, transform target object A and B , prettymuch will be used for a way for me to represent a position/coordinates in-game all I need to do is drag an object from my scene onto this. then my float speed is just to allow me to change the speed of what the enemy will be travelling at and this also helps me have different paces and make the game a bit more challenging and not have all the same enemies moving at the same speed. As my game is a puzzle game it gives it a bit more of a challenge and you need to put more thought when to go past the enemy. Then my bools aReached and bReached these two bools will be used to represent when you reached the transformed A and the transformed B.

In a Void update this part of the Script, float step = speed * Time.deltaTime; is used for when using vector3 for movement purposes. I also had to make a second part to the Script In a Void update saying if transform position target object A or B will set it to be true or false. So I made another if statement saying if I reached A equals true you go towards B and if B reached means true go towards A. This allows object I choose to move back and forth in between these positions and all I need to do then is choose the enemy Sprite and tag it with the enemy tag


Then I moved onto the final core script component I had not done being Played Pickups (Score), I did this in the player script, first thing I did was make a public int called score I would use this so I can track how much score I had, for example, it would say 10 if I had 10 score.

Then in the void on trigger enter2D collider2d other I’ve mentioned this before meaning if the player collides with it it will trigger, and then did an if statement meaning if the player collides with object that is tagged with pickup the score will be increased by 10 and it will be printed in console so I can see that the score has increased by 10 or so I made it so when you collide with the object it will destroy it.


That is it for all my core script components I now will use all the codes and scripts I’ve mentioned above and talked about, I will use this to make very similar things in my game, for example, I use the score pick up to make a key pickup and another example will use code I did for pit but change the tag to healthpack and give you +1 health instead of -1 health.
overall I think I’m pretty happy with the core script Components I have made and I’ll carry on improving my game add-on in little bits here and there to make it a fully challenging and thoughtful game.