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Fear, Food, Rats, & Relief by Nicolas Browning

This week I feel like I got a lot done. I removed coroutines from my code, I got the whole rat burger idea going, I implemented the whole crying to get rid of fear idea, and rats can be slapped to death by our player.

There are still bugs. Number one being that the game has the rats eating dead rats as two separate objects since the head and body are separate meshes meaning if a rat eats a dead rat then two more rats will spawn. This issue will be my first priority next time I sit down to code. I had to deal other bugs this week as well however, ranging from an odd detail in the prefab making the rats sink into the floor if they stopped moving forward which needed to be solved by remaking the prefab to the git fully throwing away a commit I made last month meaning I had to track down all the changes I made one day and add them in again to the project.

This method for making the ghost wait has served the build well in my opinion. More testing is required to be sure that the ghost has a healthy amount of impact on the players experience to be sure.

Our game feels like it is coming together well and I am proud of the work I've done. My main concern is having a full and attractive portfolio piece by capstone's end and ensuring my grades in these months are fair reflections of my execution of the tasks required of me. I remain unsure if I am logging hours in jira correctly or if that has a heavy impact on my perceived performance. Sometimes it is hard to gauge if I am putting to little effort into the project or if certain teammates are simply insane for being in blackmoor from 1am to 1pm some days.

I will maintain stride to see this path to it's natural end. If I make mistakes I will learn from them. If I succeed in my goals I will set new goals to strive for.

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