Production Dev Log


11/9 feedback:

  • Next step: need to nail down basic mechanics and implement them on Unity side
    • How are pets going to interact with the user and how will that drive the game forward?
  • What do the creatures idle and reaction states look like?
    • If they’re sitting, do they move a little? Do they move? Do they hop or worm?
    • What are their positive / negative reactions to an event?
    • What do they look like when they’re happy vs. distress?
  • Journal/diary aspect can be stretch goal instead:
    • Will take a lot of time and writing for the thoughts of the different characters
    • Can be a stretch goal instead
    • It’s not too technical but takes a lot of time and thinking
  • To note: we can use found assets all the way up until the final product (gray boxing is also ok for now)
    • If we’re using music, as long as it’s open license and we credit, we can use it
  • Leo mentioned “Exhalation”
    • Because of cutesy elements, might interesting to confront some kind of dark element
  • Maiia mentioned mix matching assets in Photoshop or something
  • References:
  • Pretty good progress so far!

11/12 changes:

  • Working on making different pet customization options
  • Working on pet idling animations and expressions
  • Rough UI elements and bedroom background


11/16 feedback:

  • Don’t worry too much about the narrative
    • If you like the theme about these pets being unwanted, it can be like you have a part time job and you gotta take care of these pets that no one wants
  • Don’t worry too much about making the minigames very complex; simple is good
    • Doesn’t need to be a puzzle or quick time events; can rely more on the sim elements like feeding
    • Need to focus on a warm feeling of taking care of an animal
    • Focus more on the asset side than the complexity of the games to better evenly distribute the work
  • Don’t worry too much about the visual aesthetics too much rn? Focus on getting the games working
    • It’s fine if the pets are in a pixel style - maybe the pets have been rejected bc they’re not smooth (like in the world we’re presenting)
      • Janice can also remake them in Illustrator (depending on what we want to do)
  • Think of minigames that are more related to taking care of a pet, like feeding
    • Don’t necessarily have to be games, just something to interact with your pet
    • Can ask John about Unity tutorial about erasing stuff off of a pet + tracking time based on system time (which would be fine, even if you could change your in system time)
  • Core is being able to take care of these animals and customize them
    • Put more focus on the customization side
    • Take assets and make the customizable part working
  • Walking minigame can be a stretch goal
  • Customization:
    • Rather than click and dragging the elements onto a base, use a left and right arrow to click through what types of eyes, mouth, etc. you want to put on the base
      • Reference Mii Maker
    • 8 customization options is a good start
  • Focus on building the core so that people can play it in 2 weeks!

11/20 changes:

  • Changed visual direction to be more smooth/vector
  • Removing character creation aspect so we can divide work more evenly and focus more on the pet sim aspect
  • Settled on mingames: feeding, dancing, and bathing minigames
  • Developed opening story


11/30 feedback: 

  • Bugs: 
    • Bathing minigame: 
      • Sometimes when you clean everything, the game doesn’t end even though there’s nothing left to clean
      • When cleaning too fast, it messes up the detection
      • After winning, the mouse disappears. Make sure to bring it back when you’re back in the menu
    • Dancing minigame:
      • Incorrect arrow keys sometimes increase the happiness meter on the top left?
      • Sometimes happiness starts at 1?
  • General changes:
    • Make feedback more prominent so that player knows that they’re doing it right or wrong
      • Next class - need to focus on getting everything working
    • Text for the textboxes is hard to read (it’s mostly the ‘s’); would like to keep everything consistent to Nunito 
    • Change happiness icon to 1 that cycles (happy, normal, upset) (was confusing)
    • Change hearts to food for hunger
    • For minigames in general:
      • Provide feedback to the user that something has gone right or wrong
      • Make the timer bigger / more noticeable 
      • Give the user a couple of seconds to read the instructions before the game starts / let the user click to make the minigame start
      • For the dancing minigame, did not see the instructions immediately because it’s in the bottom left corner
      • After winning a minigame, it should reflect somehow in the pet status UI more clearly (maybe on the pet itself?)
    • Bathing minigame:
      • Doesn’t need a timer? Could just clean the pet + it doesn’t make much sense
    • Dancing minigame:
      • Confusing for people to use WASD when you’re showing arrows
      • Maybe increase the timer by 5 sec or reset the timer when you clear a round of arrows
      • Reshuffle the arrows each time
      • Need more rounds
        • 4 arrows to 8 too extreme; go from 4 > 6 > 8
      • End the round when you get an input wrong; reshuffle the arrows
      • Might make more sense to replace the happiness meter during the minigames with circle shapes:
        • Example: O O O      < 3 mistakes left     O O X       < 2 mistakes left
    • Keep the UI consistent across minigames (ie, number of mistakes left are always in top left, timer always on top, etc)
  • Is there a screen where you choose a pet? How do you get more pets since you’re a pet caretaker?
  • Points on the screen > shop incentive is good
    • Could use the points to buy decorations
    • Could also use the points to buy a bigger room, so you can have more room to get another pet
  • When winning minigames, should have some kind of reward (points/cash, mystery box with more decorations/clothes, etc)
  • Assets needed / revisions:
    • Hover states for buttons
    • Some of the expressions are too similar to each other / not clear that they’re unhappy
    • Backgrounds:
      • Title background
      • Main hub background
      • Dancing minigame background
      • Bathing minigame background
      • Kitchen for food minigame background
    • Activity icons (food, dance, bathing, walking(?))
    • Assets for the food minigame
    • Shop icon asset
    • Basic decorations for room / pets
    • Points assets
    • Low priority but also music (at least for the dancing game)

12/1 changes:

  • More backgrounds created and UI replaced
  • Change hearts to a hunger icon
  • Made buttons for the activities/minigames
  • UI has been made more clear to indicate mistakes
  • Added instructions before the minigames
  • Fonts all updated to be Nunito
  • Included a pet choice menu at the start of the game


12/7 feedback: 

  • Might need to make the real time tracking a stretch goal if can’t figure it out; might be worth fixing the bugs first
  • Might be more natural to add the X close to an enter since you’re also using the arrow keys

12/10 changes:

  • Visual assets all developed
  • Bug fixing and tweaks
  • Added background music and sound effects

Get aniGen

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