




WEEK 2
(OCT)10/2/2024 - (OCT)10/4/2024
Within those days I took up with myself to make a small project hoping to finish it before 2024 ends. I wanted to make something like a small game or app during the summer but couldn't because of other things. But now capable of doing it. The small mini project at hand is a phone game, "space shooter" where you fly in a ship shooting/dodging asteroids and shooting enemy ships, etc. It is going to be a 2D_Top down view game built on Unity I will be using skills I have learned recently in school, or outside school and use helpful sources out in the open.
This is how the game might run:
CAS game
enemies:
asteroid 1 - floating down so you doge it or destroyed
Asteroid 2 - fall fast down and hit you ( so you need to dodge quickly)
enemy ships - here attack you so dodge its beam blasts or destroy it
Health, Points systems, Timers maybe
For assets so far, I created a player ship on Photoshop(Photopea) and the asteroids. For the enemy ships, different asteroids, etc I will probably color swap to make it easier and quicker. The cosmic space background Image I used got from FREEPIK (Source:https://shorturl.at/RSUNd)
I used Joystick assets from the Unity assets store, which came with asset design and program code. Speaking of code I movement I used what learned in class vector3, to go up/down, left/right. For the joystick, I had to type some code in the main ship script to link the other joystick code and joystick asset together. It also used rigid body physics for the movement for it to work(which I did not use for the main keyboard controls). I watch a video(https://shorturl.at/Y2UtK) That teaches how to place boundaries so that your assets don't go out of bounds.
So this is what I have done so far I will keep updating the progress


(OCT) 10/4/2024
You may have read, Oct 2nd - Oct 4th, this part 2 for Oct 4th.
There was an issue that took most of the day. It was figured out how to properly implement border boundary so my ship, hopefully, other assets (later on) don't go out of bounds. The recommendation was a second attempt at it because the first made no sense at first. The second video was ok at first until there were a few issues I had come across. I wouldn't go left and right until found online that if add another if else statement t it would work. It is kind of off but properly. Like the Y-axis working but the X-axis wasn't working I can hit the boundary on the left but not on the right. It would either teleport the ship player to the top left then when moving to the top right hit border or flash a glitch when hitting border right respawn to the other side if you tampered with the code. I tried some different ways of reading from sources but had no luck. So I put that code on hold.
Went back to the first video and code the main issue was that my ship spazzin the corners, Tmapered code and the main engine and figured out that the Main border was outside of the background location, I could have moved the background but it shouldn't be necessary so tampered with code no luck. Until I went to the comment section to figure out what was happening. I found a comment that stood out, which had a similar issue so I tried it and it worked. But there was one issue wanted the border the way I did when I tried the second vid, so I combined both tutorials and I am good for the most part.


WEEk 4 -5
I have been working Godot....
WEEK 5
I worked Unity 2d sidescroller build, using what I know and some tutorial. I was make functionality, like movement,shooting, melee etc
WEEK 6
This week is the week I learned how to create shooting mechanics simple one a t for 2d side scroller build.
During 30th oct , 31st oct, 1st Nov , 2nd nov
I spent these days working on my mini space shooter project it was a pain. I had a plan, and it didn't go as well. The plan was when I finished my Networking week 6 assignment I would work on a space shooter game, then work mini 3d shooter game and make turn base build to understand the mechanics.
My space shooter ended up taking up the priority. I wanted to include shooter mechanics with health, and score mechanics. It was a pain, there were bugs, It was a pain to implement the shooting with the asteroid getting destroyed, and I wanted to redo the auto asteroid generate spawn which didn't work. So I had to redo my whole in a new project. I was able to probably get the shooting mechanic working, I wanted to add the core system but it didn't work especially with all the tutorials. So I used one from the Asset store, and I tried to implement it in my game. took a while to figure out how to do it but works.
Now I have to figure out how to get auto-generate spawn to work, I tried the one we used in the catching game but it doesn't work. So I need to figure out what is wrong. I need to Add a health system to that.
I will be working on a game soon that combines 2d fighting and turn-based rpg in it.
I have


WEEK 7
(NOV)11/5/2024
Today while I decided to rebuild the IDE of my unreal assignment, I decided to check out my space asteroid game to fix my spawn issues, which the problem was that It couldn't spawn constantly, only one or two asteroids(depending on how many game manager you place). I had my professor to help. By placing debug, we checked different lines of code working, but everything came out fine. We looked the game engine for anything missed nothing out of the ordinary.
Until my prof spotted the mistake, it was that in my "void start{...}"
the "startCoroutine(...)" reference which SpawnAsteroid I forgot to put an "s"
so its SpawnAsteroid(s). Simple mistake

The original reference was the base function for it to spawn once, the other which we used, helps it spawn multiply in different areas within spawn point.
week 7 part 2
I built a simple FPS shooting mechanic, which I will use later for a DEMO build.
It will include AI etc.

WEEK 7 & 8
I also started a Turnbased build
WEEK 8
(NOV)11/11 & 12 2024
I spent my time finishing the Basic Turnabased build. So I can better understand it, update and later on use it in the way I want.
Battle system Code:
Battle HUD:
Unit:
(NOV)11/12/2024
I finally solved the issue I had with the game-over UI. I had to do it the old-fashioned way, which was to make another scene for the game over. Luckily, my score system transferred to it, thanks to Unity.
(NOV)11/13, 14, 15/2024
Within those days I spent finishing touches on my space shooter game, by adding a joystick and shooting button. The demo build is a bit time-consuming. I figured out how to get Unity Remote 5 to work, to see the preview build on my phone. All I had to do was install iTunes on my laptop and then turn my build into PC, for the feature to work. I also made a simple interactive start menu and pause menu for the builds that I created, which I used for the Demo and Test build. I did for the 4 mini-projects. Because the 2d side scroller and the Turn-based are in the same project, Only need to do it once to save time and have a direct link in the start menus. I built the project so it's playable.
WEEK9
(NOV)11/20/2024
While I grammatically corrected my portfolio journal, I had to tweak the game build so it runs the same way on different phone platforms. The issue was the resolution, which messes up, the UI and assets deforming it. So I had to lock resolution away.
Thx to
answered Apr 4, 2019
XMAS Break/new years etc
Semster2(
Week 1 - 5 ([DEC]12/2/2024 - [DEC]1/31/2024
WEEK 5 -
I spent my times during the breaks, creating GDD of my upcoming projects, which was the TCG AR, Turnbased - hack nslash game, shooter game(might create) and the power ranger app wrote it word doc. I created the enemy ships and the other asteroid on photopea to add on my space shooter game as an update that publish this year 2025. I also forgot mention bought the necessary tools to help create the Turnabsed-hacknslash which was turnbased element which I needed, so I can learn, understand , adapt and expand.
Also on photopea I design what I want my app to look like, where certain things are located and direction how laid out complement each other. My app is based on the Power ranger morphers, so you can used the app as the morphers itself. First morphers I used are the Mystic force I had look for transparent png it wasn't easier , I had to bit of tinkering for look ok some photoshop because wasn't easier ok png of all colors mode: open cell and openwandcell.I will be using Unity app ui toolkit , so UXML & C# its wasnt easier ok so far but there issues that need to be sorted, i am currently still developing it. Also I wanted to learn react r which is Js with html(xml) but didnt have time go through it, Hoping after finishing creating alpha demo build , I will try it out.
Here is a link:
https://ravensbourne-my.sharepoint.com/:w:/r/personal/97501623_rave_ac_uk/Documents/BHT_GDD.docx?d=wc042b9854c124e85994c6a578e747510&csf=1&web=1&e=2bXC87











Week 5 ( 1/1/2025 - 1/5/2025)
I had to change the C# code beacuse it wasnt able to transition even to different scene, I think problem was the toggle display, so it was easier to change from this method. And while every thing was going well issue strike , originally wanted to if statments which I decide to save on the button section, I chose open cell/ wand mode for sapreet toggle which for some reason it doesnt work, so put hold for the mean time , but I have made progress, I also decided try react , chose vite + react which is js + htm(JSX) web build with Capacitor supports ios to make it into app build.I have only done the Start menu so it will take longer to finish a build maybe by the end of the summer break?? to make unlike the unity I almost done just to fix some issues.
WEEK 6 to WEEK 7 (JAN 2025)
During these two weeks I've been working on my phone app as well as working on my AR build and my Hns-TB game(Only worked on first level layout).
While I was working on Phone app came across issue prevented continue on it for the mean time, I was doing on Unity, so for one week for like three days I decided to try out react build early. The version I chose was vite + React which uses jsx ( Javascript + html) us the function and HTML as the Visual. Im also using CapacitorJS as the main template to turn my my HTML into an app.
The reason for this is I was already planning on making a React build but also there are some issue am having which will take awhile figure out the problem also knowing most folks dont even use uxml + c# to make UI app. I decided to try this out in the meantime until I figure what is wrong with my unity build.
So far I have only made the start up menu but so it will take me time make it to where i left off and finish this.


Here is a link to GDD
I used photopea to create the layout of my first level.Because the plan is to use as the oultine on how my level look and play out.
here is a link:
https://online.flippingbook.com/view/377828721/






WEEK 8
1/20 - 1/21
On the first day back , first thing I did is set up the build placing it on my hard drive and linking it to Github. I then imported the TB-engine ,and trust me there is alot of things that is covered on there. I went through most of the code and set up as well trying demo to have better understanding on how it works. There pdf/word doc how to add new items, characters etc.
The build comes menus, money, items, inventory etc party system, encounters like pokemon.
From the first to the second day I did/included:
Beside the TB-RPG engine....
-Inside the overworld Heirarchy, I made two Gameobject that is linked to the Main player , medieval and Future, this are the same player that you willbe switching between when you go through a portal I will switch characters. I have put code that allowed switch between both version. For the level I did something similar switching from Med to future. And I somewhat combined so it switch the character and the level. Later I will attach it to Gameobject that will be a portal, making it trigger enable so it will switch without press of a button.
- I used the HnS and shooting mechanic I learned previously and implemented from different build before. There was some issue with attack point where there point move on the direction I point at the reason in opinion is because my game bird eye view so I change the radius so attack function will activate within the radius. The shooting mechanic somewhat difficult like attack point it need directional point so I will but it on hold for the mean time.
For the mean time I will temp sprites, pixel cells.

WEEK 8
1/22 - 1/26
During these days, I've spent on Two thing, Getting the Time switcher working & Getting the Trigger portal for time switcher. Time switcher is a playable game function, where you go through a portal and it switch the time and environment/design.
So far from Weds to Sun I spent most of my days working on the Time switcher with key, And figuring out how to have both of my player {game Object} characters stay in the same place when switching from medieval(Ancient) to Future(Modern). Using follow played technique code. Different can be activated depending on which player you are using. There was a problem within those days. I had some issues, switching from ancient to future function. It was working I can switch, but I wanted to make sure that when you switch you are in the same/similar position.
The first solution I found hid the future char but it moved the future char to the same position as the ancient char. The second solution was to find a way to follow follow game Object, which had two versions, the second version was better but needed to be tweaked a bit. For some reason, it would work but the future character won't move. Solved the issues. This was a pain in the butt, took me 4 days to fix. I tried the teleport it wasn't working now I will try another attempt next.
Week 9
(JAN)1/27/2025
Today I filled up some of the stuff on the Gamestudio journal doc leaving the rest for my teammates to fill. Also, I spent the rest of the day figuring out how to get the trigger to enter 2D to work,It allows to teleport when walking on it. Which I feel doesn't look any different from how I have been trying to do it, but it finally works, so that Is the only thing that matters.
(JAN)1/28/2025
My team partner arrived, And we used the whole day to discuss how the group would be run, and how the game studio worked, I got the GitHub project running for him. We signed project forms to be sent to the professor and discussed our positions. It was great and informative and it made it easier for us to be on the same page. Oh yeah, I added him to the discord group.
We discussed things about life positions, how the combat in the hack-n-slash part looks like, which will have low and heavy attacks, controls, social media etc.
https://acrobat.adobe.com/id/urn:aaid:sc:EU:448f591e-f8bd-54b5-8600-34bfa4a160cd
1/30/2025
We discussed what we would do for next couple of weeks and our roles and responsibilities. As well as mechanics we plan to implement and who would be responsible for what. We plan to scout people with certain skills in Pixels art to sound engineering and maybe even animation.
This is what I & Prince did
Benjamin(ME): I organised the hierarchy and I reused a mechanic where the environment hides, and another environment shows. And in this the room is visible while the environment hides as the player enters the room. Furthermore, when the player the player touches the door trigger, this activates the function where the room appears the outside disappears.
Prince: I worked on making the main menu. For now, it’s working at minimal functionality so the Play and quit game button are working as intended. While also familiarised me with the turn-based system that will play a big role in this game project.
Issues we ran into:
Everything went smoothly up until it was time to save our work and upload it onto GitHub.
Benjamin first Committed and pushed his work and then I committed but this is where we think we went wrong. After I committed, I fetched and pulled Benjamins work. Which then prompted me to merge his work and before I could finalise it, I had to deal with the conflicts which is pretty much normal. We made sure not to touch files we both plan to work on to avoid having a serious conflict problem.
But even after being cautious we got caught slippin and we ran into a problem unfortunately.
Now back to the conflicts I mentioned, yes, it is normal to have them and due to the rules we set the conflict we had was with Asset Log files and also Shader Compiler Log which are temporary files. So we successfully avoided getting scripts and etc conflicted.
I merged the files to main branch instead of origin/main and then I pushed. And seemingly at the same time GitHub website seemed to have closed temporarily referring to the problem as a Major outage. At first, I thought it was GitHub being the problem, but it turned out the true



(JAN}1/31/2025
I went through a quick run through of the back-bone of the turn-based system with my teammate Prince. To know where certain things are, as well as how it looked and how it functioned. I did this so we know what to tweak and what to leave alone since most of the stuff was already pre-built and working.
I continued what I promised to do yesterday, which was the inventor/key system. And as a result, I was able to make a key item and include it into the inventory database. And I made a Loot drop where the key dropped from the enemy after beating in the turned-based combat mode.
Furthermore, I completed half of what I wanted to do for the interactive key, when you obtain from the overworld. What I got completed was that when you walk towards the key, it would disappear. Meaning it should be in your inventory. So now, I need to figure how to obtain the key from the inventory and use it as a usable item.
WEEK 10(LOG_3)
The plans we discussed for this week was that Benjamin would be continue working on the Inventory System while I am working on the save system. While also asking.
Benjamin:
I’ve been trying to get the inventory system to work as intended. So, I’ve been trying to obtain an item from the overview world for it to be sent to the inventory. And it didn’t go so well. I’ve tried different ways to get it to work. I looked through the code. But I am still far from figuring out what went wrong and why. Did I write mostly correct but I’m missing something? Or I did it incorrectly which messed it up from the beginning and I’m just not seeing where I messed up.
While looking through the script, at the same time I am researching online on how to correctly reference the relevant scriptable objects to get the inventory up and running. But it’s no use. I couldn't make any sense of it. So, I have tried contacting the creator of the turn-based RPG plugin.
From the time this is written it has already been a week since I’ve contacted but and have waited for him to get back to me. Like he said he would. But he kept delaying due to him being busy. Due to the delays, I decided to ask my professor.



WEEK 11(LOG_4)
[FEB]2/11/2025
I'm, currently focused on the enemy AI and the health bar for the enemy. For the meantime, he decided to put the inventory on hold until he is ready to come back to it. I did this to avoid wasting time.
[FEB]2/12/2025
I spent today fixing the Health bar tweaking method thx to this Link: "Healthbar".
I had it stick to the character as an overlay. I used a slider scroll as as the health bar. For coding I we wrote the health bar script we edit the enemy script for it to work with healthbar script.
[FEB]2/13 - 15/2025
I decided the rest of the week which after Wednesday, the plan was while Prince work on portal design and the save system, I'll be working on level design using the tiles/sprites that came from TB to create my Medieval fantasy time part level 1 stage, I decided to create half of it for the prototype, I was also planning on working on tiles/sprites for the modern futuristic part level 1, but I ended up spending most of the days on Med-FAN. I finished the Med-FAN half part and I hoping to create my sprites for MOD-Fur next week while I work on more moves for TB.
Prince did ask friend from previous school to help but couldn't because of his own course project so I had take over sprites design which try my best same us Prince.



WEEK 5
[FEB]2/18/2025
Today, Prince and I discussed the turn-based combat moves and wanted to add more abilities, such as magic, skills, and basic attack moves. Furthermore, I added the moves as objects. Later, I will assign the moves with the right attributes and then work on the level progression. I will also add some of the moves we thought up to the main roster.