12 Weeks Development


Week 1: Planning and Exploration Objectives:

  • Design: Initial UI design and simple gameplay mechanics.
  • Develop: Core game concept of randomly generating kittens with unique features.

Key Results:

  • Implementations: Quick UI design and simple gameplay.
  • Prototype Purpose: Test the core concept of “sucking cats” and random generation of kittens.

Playtest & Feedback:

  • Player feedback: Positive response to the core idea.
  • Team feedback: Suggestions to enhance randomness and playability.

Review and Iterate:

  • Review: Successful implementation of core mechanics.
  • Iterate: Explore code implementation regarding randomness.

Week 2: Engine Transition and Character Customization Objectives:

  • Design: 3D cat models and their random generation.
  • Develop: Transition from Unity to Unreal Engine.

Key Results:

  • Implementations: Successful generation of cats of different colours.
  • Prototype Purpose: Test the feasibility of using Unreal Engine for development.

Playtest & Feedback:

  • Player feedback: Negative for the low poly art style.
  • Team feedback: Suggestions to use Unreal Engine for development.

Review and Iterate:

  • Review: Challenges with Unreal Engine and C++.
  • Iterate: Consideration of using Blueprint for game functionality.

Week 3: Feedback and Return to Unity Objectives:

  • Design: Enhance playability and narrative elements.
  • Develop: Return to Unity for development.

Key Results:

  • Implementations: Decision to revert to Unity.
  • Prototype Purpose: Test the enhanced gameplay mechanics.

Playtest & Feedback:

  • Player feedback: Core gameplay is simple but boring.
  • Team feedback: Suggestions to focus on level design and playability.

Review and Iterate:

  • Review: Unreal Engine not suitable for the game’s requirements.
  • Iterate: Focus on sub-mechanics to enhance playability.

Week 4: Game Document Update and Gameplay Feedback Objectives:

  • Design: Refinement of gameplay mechanics.
  • Develop: Update Game Design Document (GDD).

Key Results:

  • Implementations: Updated GDD and refined gameplay.
  • Prototype Purpose: Test the updated gameplay mechanics.

Playtest & Feedback:

  • Player feedback: None.
  • Team feedback: Suggestions to avoid imitating other games and add unique elements.

Review and Iterate:

  • Review: Need for unique gameplay elements.
  • Iterate: Consider more designs on plots and scenarios.

Week 5: Game Analysis and Design Objectives:

  • Design: Study similar games for inspiration.
  • Develop: Focus on core gameplay mechanics.

Key Results:

  • Implementations: Game case studies.
  • Prototype Purpose: Understand gameplay mechanics of similar games.

Playtest & Feedback:

  • Player feedback: None.
  • Team feedback: None.

Review and Iterate:

  • Review: Insights from similar games.
  • Iterate: Incorporate learnings into the game design.

Week 6: Unity Asset Store Exploration Objectives:

  • Design: Integration of art assets.
  • Develop: Limit the game’s scope and focus on core mechanics.

Key Results:

  • Implementations: Exploration of Unity Asset Store.
  • Prototype Purpose: Test the integration of assets and tools.

Playtest & Feedback:

  • Player feedback: None.
  • Team feedback: None.

Review and Iterate:

  • Review: Need to keep a small scope.
  • Iterate: Focus on developing the core system of the game.

Week 7: Art Resources and Design Simplification Objectives:

  • Design: Integration of art assets.
  • Develop: Simplify game mechanics.

Key Results:

  • Implementations: Creation of a mini vertical slice of the game.
  • Prototype Purpose: Test the simplified game mechanics.

Playtest & Feedback:

  • Player feedback: None.
  • Team feedback: Suggestions to focus on core gameplay.

Review and Iterate:

  • Review: Challenges with time constraints.
  • Iterate: Focus on current development and core systems.

Week 8: UI Design and Clear Planning Objectives:

  • Design: Detailed UI design.
  • Develop: Refinement of development plan.

Key Results:

  • Implementations: UI design with a focus on player perspective.
  • Prototype Purpose: Test the new UI design.

Playtest & Feedback:

  • Player feedback: The casual vibe is attractive.
  • Team feedback: Positive response to the UI design.

Review and Iterate:

  • Review: Successful UI design.
  • Iterate: Continue research on the core systems of the game.

Week 9: UFO Sprite and Cat AI Design Objectives:

  • Design: Redesign of the UFO sprite.
  • Develop: Development of the cat’s AI movement system.

Key Results:

  • Implementations: New UFO design and cat AI development.
  • Prototype Purpose: Test the UFO’s visibility and cat AI.

Playtest & Feedback:

  • Player feedback: The first version of the UFO is ugly.
  • Team feedback: The second version of UFO’s pixel size is incorrect.

Review and Iterate:

  • Review: Need to change the first version of the UFO, as well as the size of second version.
  • Iterate: Use AI software for UFO design.

Week 10: UFO Sucking Function and Sucking Logic Design Objectives:

  • Design: Core UFO cat-sucking function.
  • Develop: Implementation of cat-sucking logic.

Key Results:

  • Implementations: Development of the UFO’s core function.
  • Prototype Purpose: Test the cat-sucking function with juicy visual-sound effects.

Playtest & Feedback:

  • Player feedback: Where’s the cool UI?
  • Team feedback: Need to speed up to finish on time.

Review and Iterate:

  • Review: Challenges with implementing the cat-sucking logic.
  • Iterate: Simplify certain game mechanics.

Week 11: Pixelize GUI and Simplify Vertical Slice Objectives:

  • Design: Pixelated UI design.
  • Develop: Determine functionality for the final vertical slice.

Key Results:

  • Implementations: Pixelated UI design and updated gameplay flowchart.
  • Prototype Purpose: Test the pixelated UI and refined gameplay.

Playtest & Feedback:

  • Player feedback: Positive response to the pixelated UI.
  • Team feedback: Need to speed up to finish on time.

Review and Iterate:

  • Review: Successful pixelated UI design.
  • Iterate: Focus on the core functions of UFOs.

Week 12: Debugging and Final Polishing Objectives:

  • Design: Finalize art assets and sound effects.
  • Develop: Debugging and polishing of game mechanics.

Key Results:

  • Implementations: Debugging of cat suck function, map fix, SFX fix, and assets fix.
  • Prototype Purpose: Test the final version of the game.

Playtest & Feedback:

  • Player feedback: Energy consumption is too fast, misleading UI, and confusing map design.
  • Team feedback: Poor tutorial and lack of guide. Running out of time.

Review and Iterate:

  • Review: Challenges with map design and energy consumption.
  • Iterate: Adjustments to the map and energy system.

Files

Lost In Catsland Web V0.zip Play in browser
Nov 07, 2022
Lost In Catsland V0.7z 35 MB
Nov 07, 2022
Lost In Catsland MAC V0.7z 42 MB
Nov 07, 2022

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