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FMP Personal Journal: Ronnie Richardson

  • Writer: Limphus
    Limphus
  • May 21, 2020
  • 20 min read

JANUARY:


12/01/2020

13:57 - Today I have brainstormed potential ideas for the FMP. I will most likely be choosing the game design/development idea, as this is what I want to do. With nearly 1 month extra to start on the FMP units, as I have completed all other assignments, I will have even more time to create an excellent project.


14:42 - I have now also made an Action Plan/Timetable, and will be updating it along with this document.


15:16 - I have nearly completed the Proposal. All I need is some initial research sources, and I can paste them in. I will probably use a playlist from youtube as one of my resources. I may also find some previous research from past units and use them as well.


15:23 - I have completed the Proposal, and will move onto the next step in the project.


15:35 - I have begun the process of research, in which I have started researching into tutorials for an FPS game. I have found a unity tutorial on YouTube that is a complete video playlist outlining the necessary steps in developing a FPS game.


18:52 - I have researched into the FPS game tutorials, and found them to contain all that I need for my own game development. I will use them to assist in my project.


19:01 - I have utilized my previous research and have included it in the FMP as it relates to the FMP as a whole. I have used my secondary and primary research gathered for another unit.


19:18 - I have created a Bibliography to cite all of my research sources. I have taken the bibliographies of my research, and my proposal, and combined them into the Bibliography.


19:47 - I have uploaded my concept art, advertising art etc. to my Google Drive.


20:12 - I have now uploaded my game trailer to YouTube, and I will be able to use it in my website through embedding the video.


20:48 - I have created and started to edit my website. I am currently adding to the home-page of the website.


21:31 - I have made the necessary pages for my website, and I am currently adding to the research page. The tables I have dont copy/paste into the site though, so I’m annoyed about that slightly lol. I have got the project proposal up on the site though, so yeah…


22:14 - I have put all secondary research (except for the game tutorial research) onto the site. I will now need to put on my primary research, as well as the game tutorial research.


22:24 - I have put in my primary research questionnaire.


22:43 - I have seperated my research page into 4 categories; primary, audience, production and market research.


22:50 - I am happy with what I currently have on the website. The research will need a bit more for the primary, however I am happy with it for now. It is only the first day of the FMP after all…


23:37 - I have put on my concept art and advertising solutions onto the experimentation page.


23:46 - I have completed a risk assessment form that is required.



13/01/2020

00:08 - I have added the brainstorms to the top of the proposal, as indicated by my previous website, this will most likely need to be done.


00:26 - I have added to my planning, taking the game story document that I previously developed and applying it to my site.


00:54 - I have put up a presentation plan onto the site.


01:07 - I have edited my site slightly to make it better…


01:10 - I have done pretty much everything that I currently can. I’m gonna go to sleep now and resume this in the day.


09:44 - I have started my production of the video game using Unity. I have also made a document where I will be documenting the steps taken to make the game.


09:59 - I am currently in the process of setting up the Unity project. This will take a little while, however I am adding to the production document, so that's cool.


10:17 - I have begun the production process of my game. I have a simple scene consisting of the ground… and nothing else.


11:18 - I have a character and a level. I currently do not have any true gameplay mechanics, although they will be implemented.


12:02 - I have added a rifle to my character, as well as a shooting animation and sound effect.


15:59 - I have added a script that will enable a sound effect and animation to play when I left click for my gun.


16:41 - I have created a script for weapon damage, and am currently in the process of making a simple enemy to test my damage on.


17:54 - I have created a test enemy and have developed my gun mechanics.


19:23 - I am currently making an aim mechanic, so that you can aim down the sights.


21:28 - I gave up on the aim mechanic, and I have implemented a UI with crosshair and a basic ammo counter. I am still working on the ammo counter though…


22:19 - I have improved upon the ammo counter, and I have begun implementing a reloading mechanic.



14/01/2020

00:07 - I have almost completed the reload mechanic, although it is being annoying and I currently cannot implement an animation to the mechanic…


00:30 - I will continue to work in the morning.


10:14 - after roughly 15 mins of fiddling about, I have finally got the reloading to work. It doesn't display an animation, however I can't be bothered with it right now.


11:00 - I have implemented a muzzle flash mechanic, and I've got to say that I’m enjoying what i’ve got right now.


17:10 - I’ve finally implemented a rapid fire for my rifle. It was annoying to do, but im satisfied that I persevered to actually make it.


21:57 - Finally, for god’s sake, I have implemented a health mechanic. That was stupidly long to do… Now I just need to do regeneration for the health.


22:07 - I have made the enemy wield a gun, so yeah…



15/01/2020

00:08 - I have implemented a model for the enemy, so that it looks a bit more realistic. I’ve also messed around with the mechanics for enemy health, reloading etc. and couldn’t figure out how to implement features…


00:26 - I’ve cleaned up and edited my scene, placing the environment items into an empty object to make menus. I’ve also edited the layout so that the map is more streamlined.


01:19 - edited the scene again…


02:35 - I have added my player model to the player controls and tweaked it. I’ve also re-tweaked the gun animation and added an animation to the left arm to sync with the gun anim. I'm gonna go to bed and resume this in the day…


12:03 - Haven't been updating this as frequently as I could. However, I have added multiple things. I’ve added a working splash screen, main menu screen etc, as well as a simple enemy trigger to spawn the enemies when I walk through it.


12:28 - I am currently editing my previous trailer to be used as a background for the main menu.


13:17 - I have implemented the video for the main menu background, and it looks good!


14:28 - I have implemented a pause feature. It is very basic right now however I will add a few buttons to resume gameplay or go back to the main menu.


15:52 - I have made it so that pausing disables character movement and camera rotation. It switches over to another camera, and the UI also pops up.


23:11 - I have finally figured out how to create the aim down sight mechanic. It took long but yeah…


23:50 - I’ve got animated legs!


16/01/2020

01:04 - I have improved the reloading mechanic by disabling the ability to fire whilst reloading. I still need to work on forcing no zooming on the camera though, essentially when you reload, I want it to kick you out of ADS…


10:20 - I have ditched the idea of zooming back out and instead implemented seperate animations for the reloading down sights and not ads.


12:55 - I have made a pistol, and copied over the scripts and fleshed out animations from the rifle so that they fit the pistol. The scripts can cause animations to mess up sometimes, but shooting restores them back to the proper animation.


18:37 - I have fixed many things, such as the animation of the rifle. I have also implemented a hitmarker mechanic, so yeah. Im working on a way to disable/enable the arms so that I can switch between using a rifle arm and a pistol arm for animations.


23:54 - I have been working on the scripts, animations etc to make them correct, and I like how it looks :)


17/01/2020

00:25 - I have implemented a health regen mechanic. It was super simple, but I just didn’t know how to do it until now. But hey, it’s a learning experience.


00:42 - I also just quickly implemented a simple addition to my weapon switching mechanic in which it will hide/show the ammo counter ui that it is set up to. I will resume this in the morning…


11:48 - I have made a shotgun model, and am currently working on implementing it.


12:54 - before I get too far ahead, I will be scraping my current weapon switching mechanic as it relies on too many scripts.


14:17 - I went too far… I deleted my development scene completely… Im feeling quite stupid right now because I esentially have to re-do all the work. I still have everything I made, I just need to implement it…


14:34 - Actually, I will restart this thing. I’ll keep the project, and instead I’ll restart the mechanics.


18:07 - I have restarted the game in its entirety. I believe that this was a good learning experience and I will be taking what I've learned and applying it going forward with the project.


23:03 - I have implemented the 3 weapons and their damages. I also have a test dummy which I can use for damage testing. These weapons are also configurable straight from the editor, including damage, fire rate and range!


18/01/2020

00:19 - I have implemented a particle system for bullet collision.


19/01/2020

00:28 - I am currently implementing a weapon pickup mechanic.


02:12 - I have implemented most of the functionality. The only thing to do now is to instance the gun being swapped out into the scene, so that you can then pick it back up.


04:22 - I’ve spent the night trying this and it obviously isn't working. I’m gonna go to sleep…


13:47 - OK! So i have got the pickup working. Instead of having multiple separate weapons, I instead grouped them all together and disabled/enabled based on stuff.


20/01/2020

00:09 - Actually, the pickup is instancing the wrong weapon so idk… Im gonna make a single pickup object that I can set to be whatever gun I need it to be…


00:31 - I’ve still got a bit of work to do, but I’ll get to that tomorrow…


17:40 - Abandoned the weapon pickup for now. I’ll get around to it in the future. I have 5 months to develop the game, so yeah…


19:14 - I have the reloading mechanics done for my current weapons. I’m gonna try to create a bump map for my grass texture…


23:09 - The bump map failed, so I wont bother with it…


21/01/2020

00:05 - I have implemented a gun click and gunshot sound effect to my weapons.


01:19 - I tried, and failed, to implement a particle system to simulate bullets. It doesn’t exactly matter as it is only for aesthetics. I should really be focusing on implementing core gameplay rather than decorations, so yeah…


02:09 - I am considering ditching the hitscan mechanic in favor of a projectile based weapon system. I mean, it could be pretty cool. Y’know what? Yeah, I’ll test out a projectile based system, if I can get it to work lol…


02:18 - projectiles seem to be trash for unity lol… so yeah, not doing that…


04:07 - created the 3D model for the sniper rifle (although without the scope)... Im gonna go to bed now cos its 4 in the morning lol…


10:56 - Implemented sniper rifle - tried to make a revolver but the model messes up in unity… I’ll have to make it again…


15:03 - I am going to make a test for particle bullet systems, and see if I like that gameplay…


17:44 - no, i'm not gonna make the particle bullet system. Just stick to the raycast…


18:43 - gonna plan out exactly what I need in the game…


20:41 - I have added 2 attachments to my guns for testing…


24/01/2020

17:41 - forgot to update, but I’ve added a rocket launcher that kinda works. Can’t get it to damage anything tho…


17:58 - I am currently in the process of adding an SMG to the game.


21:03 - implemented reload mechanics to the rpg. Everything is added for it except damage…


21:39 - I've implemented the smg with everything it needs…


26/01/2020

15:55 - I have changed the pistol mechanics and sound.


28/01/2020

18:20 - I have implemented a revolver/deagle weapon into the game. I believe that I am near the end of the weapon implementation part of the development, because unless I come up with any more weapons, the grenade launcher will be my final weapon to add, of which I will implement now.


19:31 - I believe that the grenade launcher should replace the rocket launcher. It looks 100 times cooler… I’ll obviously not delete the rocket launcher, but will quietly disable it.


20:08 - Yup, pretty happy with my current weapons, although the blast force of the quad-launcher will need some tweaks lol…


21:08 - Finally figured out how to deal damage with a rocket launcher. I even have a death range and hurt range of the blast…


21:41 - I am implementing a knife into the game.


21:56 - I have implemented the knife…


22:31 - I’ve just remembered that I need an LMG in the game… eh I'll do that later…


30/01/2020

09:52 - probably need to make that LMG…


11:36 - I have implemented the LMG, and have also changed the gunfire sound for the rifle…


11:49 - With all the guns implemented, next up would be to implement a true enemy into the scene… with AI, shooting etc…


12:27 - Planning enemy Ai needs…


14:13 - I have a basic enemy, with health and a wandering script…


17:56 - I need to implement a health system for the player…


18:50 - Health done…


20:05 - nearly done with the basic enemy ai… so yeah. Just need to work out how to get the enemy to aim at the player…


22:03 - scripts nearly done. Just need to implement the view range of the enemies… it's annoying to do tho…


23:24 - literally just need to do the “if lost sight, revert to wandering” mechanic, which is basic, but I can't figure out just exactly how to do it… On other news, I am messing around with some music production, so yeah…



FEBRUARY:


03/02/2020

11:04 - Haven’t been updating this. Still working on the ai, lost some of my motivation :/ …


06/02/2020

12:49 - I am currently making a tank control script. I can move the tank and the turret, I’m just having a bit of trouble with having the camera rotate correctly with the turret, and the barrel isn’t locked onto where the cursor(crosshair) is :/


19:08 - I have nearly completed the aiming for the tank. The only issue left is that the crosshair is slightly above where it actually fires. This can be easily solved by creating a seperate crosshair for the tank, and activating/deactivating the 2 crosshairs depending on whether the player or tank is active…


19:20 - Boom! New crosshair. The tank is (aside from better graphics, particles etc.), is done :)


21:49 - I tried to do a lock-on mechanic, but I now can’t be bothered :/


07/02/2020

00:31 - I have added a trail to my tank, as well as an engine sound…


01:03 - Got the sound completely working, now the engine revs up when moving, and revs down when stationary… Gonna go to bed now, and work during the day…


10:32 - I am sorting out the final issue with the tank, in which the gravity doesn’t fully work :/ it falls too slow. I am currently implementing a system of raycasts to check the distance between the ground and the tank. If the tank is off the ground, a high force will be applied to force it back into the ground…


13:34 - still figuring out the issue :/


23:09 - Literally took all day and I still haven’t figured it out :/


08/02/2020

01:45 - I am still implementing the system, although I have now decided to use a basic model consisting of cubes and cylinders for experimentation and development. I am adding in my own fancy particle system for when the tank fires :)


03:01 - Mostly done. Just need to implement an acceleration to the tank, and I will be done :)


03:16 - Acceleration Done! Now if the turning was less snappy and a bit more fluid, I would be happy… (more work :¬)


09/02/2020

19:19 - Tank is done. I am currently implementing a global health mechanic, which will work with all vehicles, enemies and players…


20:37 - The tank is complete!!! It can even explode!!!


10/02/2020

05:58 - I have spent all night modelling, and have finally completed my vtol gunship… I'm tired lol :/


22:06 - Developing my control script for the VTOL…


11/02/2020

01:32 - I am roughly ⅓ through my VTOL controls. I will also need to develop a control script for the vtol mode - right now i only have the jet mode, and that is roughly half done…


13:24 - done with jet mode. I am currently making the vtol control script…


21:03 - The vtol script is being a little bit of a pain, but eh… still gotta work on it…


23:41 - nearly done. Need to add maneuver speed multiplier to all rotations… will do this tomorrow… I am tired :/


12/02/2020

12:11 - I have added a camera switch mechanic to switch between the 3 weapons, as well as the main camera… This will allow for control of individual weapon systems…


13:07 - Camera mechanics done!!!


13:22 - Now i need to make the weapon mechanics… which are super easy cos i’ve done it so many times :)


20:47 - Machine Gun done, with particle effects and everything!


13/02/2020

00:12 - I have completed the missile launchers. The only thing that needs to change is some aesthetic effects, such as the missile rotation. Then it will be done :) - (Oh, and also the particle effects - they should realistically come out of the back, not the front...


12:00 - been updating the scripts. Now the aircraft slows down between switching between modes… Now I just need to make it rotate back to parallel in vtol mode.


16/02/2020

02:15 - yeet yah . . . gettin the rotation script done now. Took a couple day’s break from the project cos i got stuck lol. Anyways i figured out how to do it. X axis is givin me a bit of an annoyance now cos it doenst go full 360 :/. I can figure it out tho, cos im a genius lol…


03:05 - done!!! Any slight rotation left is negligiable in gameplay… so yeah, dont care, sue me lol.


03:43 - done with vtol mostly, need to make vtolmode acceleration decrease/increase over time, basically slow down or speed up over time lol…


13:43 - Ok, ive done some collision testing, and it is terrible. Every time you hit into the ground, it seems as if an opposite force is then constantly applied :/. Once you hit something, the vtol is constantly trying to throw itself in that opposite direction…


21/02/2020

21:56 - Seriously been doing nothing for the past 5 days, this is just an update as I get myself back into the swing of things… OK, so basically, im probably gonna ditch the vtol, and probably all flying aircraft for now, as I can’t be bothered with it… I will probably go back to the enemy ai, and i’ll probably try some navmesh??? Lol yeah probably…


26/02/2020

14:09 - I’m back! And yeah i forgot to update for today, but basically I have made most of the navmesh AI… like it’s actually pretty simple once you learn it lol… I do want to create a cover system for the enemies, and I guess that I’d use a modified patrol script??? Idk lol…


27/02/2020

10:41 - I am gonna make a new shooting script so that you can modify the damage, the fire rate etc. and this will work with all guns. This is so that there is only one script needed, reducing the need for a script per weapon…


10:47 - I’m thinking about using a standard ammo type for weapons, kinda like apex legends/fortnite (heavy ammo, light ammo etc.) This would make scripting quite easier as I’d only need to reference the ammo type, rather than specific ammos… Yeah, I'm gonna test that.


16:06 - still implementing the scripts. The computer crashed whilst I was in the middle of scripting, but nothing bad has happened, so yeah…


28/02/2020

19:14 - still working on scripts…


20:26 - OK, literally do not have the energy to work on this… I’ll work on it tomorrow… like it’s easy work, but it’s just tedious :/



MARCH:


03/03/2020

16:16 - for now, I will stop development on the new shooting stuff, as I don't feel like it will be good for the game.


21:44 - I have updated the enemy AI to include shooting. It works, so yeah…


04/03/2020

09:16 - I am currently working on the enemy AI, adding necessary scripts…


13:56 - I have been adding animations and a proper model to the enemy, however the multiple scripts are complicating things a bit, so I will condense all the enemy AI scripts into one script for ease of development.


16:34 - Having difficulties integrating all the scripts into one. I may make a seperate animation script to handle all the animations…


05/03/2020

09:28 - late to class :/ but still getting on with the scripts…


11:24 - working on the attacking script - re-writing from new, now that I better understand the way it needs to be scripted. The patrol and wandering scripts are complete in that they do their function and also animate the enemy properly… well the patrol script messes up at the start, but fixes itself after running for a bit, so yeah… I’ll leave that specific bug for now lol…


13:31 - re-writing the attacking script for a second time, as it isn’t working… will get functionality before doing the animations…


22:02 - Still working on scripts. Attacking script is functional, just need to add the animations to the mix… I’m also working on a cover script so that eventually the enemy will be able to get into cover…


23:01 - Mostly works, however the enemy will not turn to face the player :/. I will continue tomorrow…


06/03/2020

16:24 - I have added a script for vision for the enemy. When the enemy sees the player, the patrol/wander scripts will be deactivated, whilst the attacking script will be activated… Also, I have fixed the issue of the enemy not turning to face the player. It was simple lol…


21:37 - I am continuing work on the other scripts…


09/03/2020

17:36 - I am continuing work on the AI... need to add a detection radius around the enemy.


18:41 - playtesting in a new scene with some enemies. I have adjusted the values of when the enemy hits you so that you don’t get killed as soon as you walk into their line of fire…


10/03/2020

11:35 - I have imported the next tank that will be the enemy tank… Whilst messing around with the materials, I have discovered that I can edit them, however I have also messed around with the previous tank’s materials and they need to be re-applied to the pieces of tank :/


18:43 - I am currently implementing the player model… I will need to get the rigged model and animations, then make a script in order to control these…


19:06 - just opened unity and realized that I need to sort out the materials for the xm-5 tank… lol i forgot about that…


19:10 - fixed the materials. Now with this I can also edit them a bit…


11/03/2020

12:02 - Forgot to update until now, but I’ve sorted out the materials for the destroyed version of the xm-5 tank… I have also implemented an enemy tank with a simple patrol script as of now, however in the future I will implement an attacking script, wander script etc…


In other news, I have moved the camera of the xm-5 tank to be positioned next to the turret, so that you could better see exactly what you’re aiming at… It looks good. I might implement a gui overlay in the future to give it a better look, but as of now this is good…


13:11 - I have re-mapped some textures for other things… I want to add a health regeneration into the health script for the player, so that they can regen health…


14:24 - I have added a regeneration function to the health script…


12/03/2020

09:21 - So yesterday I had an issue with input lag that I thought was due to the fact that I had two monitors being used. However, when I have loaded unity today, I have found that the input lag is still prevalent… I seriously do not know what happened for this to happen… This may take today to fix :/


09:34 - Actually, it was pretty simple lol… I just grabbed the player from a different scene, as they still worked, then I placed it into the first scene. I just need to sort out some scripts and it should be fine…


10:11 - I am adding my Becker model into the game… I will probably need to create a script in order to have him follow the player and attack enemies…


11:30 - I have set up the 3 basic animations that are needed for Becker, and I am currently making the AI scripts for becker…


13/03/2020

16:06 - I am still working on the scripts for becker…


15/03/2020

14:40 - Took a day off, and now I'm still working on the scripts. I can't seem to find a way to run through the enemies that I have and then assign one of them to the navmesh destination…


15:23 - nope, I can’t do this right now. I think I'll just script it all out…


16/03/2020

09:39 - Hey! It turns out the attack script does work! I kinda wished that it would pick a random target and attack them, but oh well… Right now I want to add a hitmarker effect into the game, so that's what I’m gonna do…


13:07 - well, I haven’t added the hitmarker effect yet, however I have revamped the shooting scripts to include the new particle effects.


13:50 - Might add the hitmarker later…


21:54 - I’ve added half of the hitmarker, and I’ve also started the level planning. The basic flow of the tutorial level has been written down. Now I need to plan out the structure, placement etc. of the level…


17/03/2020

13:24 - Well I did model a storage hangar, however I do not like it. So instead, I will be getting assets from online. I’ve already got a residential building pack that looks cool, so yeah…


13:59 - well the computer crashed :/ Unity seems fine though… I wanna quickly learn how to use the terrain tools to make my own terrain for levels…


18:39 - well unity just crashed whilst I was trying to edit my terrain. I think it’s something to do with the light baking? But yeah. Just gonna reopen and try again…


21/03/2020

15:06 - Took a break cos of the coronavirus quarantine thing going on… I’ve made a terrain for one of my levels though… so yeah…


15:52 - Unity crashed again whilst baking the lights… yeah it’s definitely got to do with that… I need a faster computer lol…


16:42 - Messing with the lights, now i’ve got them to work. I forgot to properly document this in the game dev doc :/, so Idk what to do about that, cos I can't just undo the work…


20:42 - done for the day. I’ve applied some grass to the scene, changed up its colours to match the trees, so yeah…


27/03/2020

17:25 - RIGHT… forget about the campaign cos that is gonna take way too long lol… basically i'm just gonna make a map for the survival mode, and have that as the “game”... I may make more maps if I have the time, but the majority of the time will be spent developing this one map and tweaking different things…


19:20 - ok so i’ve been basically just messing around with terrain and trying to come up with a map… I may have to properly plan out one tho…



29/03/2020

23:06 - Ok so I have basically started a new map. Its gonna be some kind of english estate type place, with terraced houses… I may take inspiration from my own place of living lol… Actually that may be a good idea, now that I think about it because I can just use the reference of different areas here! GG i am a legend lol… nah not really but yeah…



30/03/2020

03:14 - I’ll continue this in the morning, but I have a great looking suburb in construction! Honestly it looks good lol…


15:40 - ok so i have basically completed the suburbs. I just need to work on the outside to make the map seem believable lol… the laptop just crashed tho :/


22:41 - Ok, so thats done… I’ve added a couple of destroyed tanks to the only road out to make that seem right… I’m probably gonna add a couple more tanks around the map, to block certain areas and force the player to go around if they want to get to a particular location… yeah...


I’m also gonna need to make a beefier looking ex soldier to act as the juggernaut for gameplay… which’ll be pretty easy…



APRIL:


01/04/2020

03:05 - ok so I didn't do anything yesterday, I just messed around on a seperate project :/… so yeah…


03:48 - updated the map… now roughly half the buildings are on fire!!! Now this is a war-torn suburb ripe for the fighting!!!!! Lol yeah idk but um… So now I just need to make an EX vtol, and an EX juggernaut lol… I’ll probably make a basic juggernaut suit, and re-texture it how I see fit…


04:44 - I have done the juggernaut suit and have downloaded it from mixamo, rigged and ready to go… just need to get the animations for it…



27/04/2020

01:15 - IM BACK!!! God quarantine has really messed me up…


So I lost my motivation being stuck inside all day and night, and just stopped doing this project… Yeah, I'm not good at staying motivated. But now i'm bored enough to get back to it!


Anyways… I've fixed the spawners so that they all work, and added an offset so that I can change how long they initially wait until they start spawning!


I’ve also added a simple camera zoom script to help with aiming!


01:33 - After playtesting, stuff works as expected, however because my laptop isn’t exactly a powerhouse, the game runs… poorly. There are constant issues with it lagging out and freezing lol…


01:41 - I think the best way to fix the issues is to make a new project and import the stuff from the old one into the new one. Unity has a new render system called the universal render pipeline, which can be used to have graphics options for many different devices (pc, console, mobile etc.) I will do that in the day though…


15:29 - I have created the new URP project. I have also created a third game dev. Document.



08/05/2020

23:55 - Ok, so turns out that I wasn’t back… I’m gonna conclude the project with what I’ve got. I’m not adding anything more, I’m just gonna get the FMP out of the way. I personally don’t have the motivation or the energy to bother with this, so I’m just gonna submit it and let it be…


At this point, I don't even care if I get a pass. So yeah… Just gonna build the game, then do the evaluation and all other necessary stuff before submitting the project…


21/05/2020

21:04 - Yeah… ok i’m done now, got everything up, and I’ve submitted the work...


 
 
 

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