Production Dev Log
aniGen » Devlog
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:
- Ted Chiang’s “Exhalation” book: the specific short story is the lifecycle of software objects
- Doki Doki Literature Club (starts cute, gets meta)
- DragonVale - check how the dragons are made
- Modular pet design
- 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)
- 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)
- 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
- 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
- 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?
- Bathing minigame:
- 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)
- Make feedback more prominent so that player knows that they’re doing it right or wrong
- 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
aniGen
A virtual pet simulator for weird pets.
Status | In development |
Author | Blckmgx |
Genre | Simulation |
Tags | Cute |
More posts
- PortmortemDec 14, 2023
Leave a comment
Log in with itch.io to leave a comment.