Project Timeline
W1
23 Apr – 28 Apr
Team idea proposal, initial pitch, research on stealth mechanics, decide 2D top-down stealth theme.
W2
29 Apr – 5 May
Develop gameplay loop, core mechanics, early documentation of 3-scenario ideas, stealth & delivery focus.
W3
6 May – 12 May
Finalize story, scenario A–C, core concept, visual style (cubical), stealth mechanics, initial layout.
W4
13 May – 19 May
Define target audience, refine visuals, UI style, enemy types, key objects like potions, crates, doors.
W5
20 May – 26 May
Lecturer feedback → Switch to 2D platformer focus, new story direction, refine core gameplay (Abandoned Lab)
W6
27 May – 2 June
Finish GDD: gameplay loop, game balancing, stealth/hiding system, crate mechanics, puzzles, visuals.
W7
3 June – 9 June
Begin drawing/ creating environment tiles, characters, animations, UI, potion sprites, background.
W8
10 June – 16 June
Import assets to Unity, set up player controls
W9
17 June – 23 June
Test 2D physics, layers, sorting, raycast visibility logic.
W10
24 June – 30 June
Add box pushing, enemy patrols, NPC detection, hiding zones, hole-filling system with normal crates.
W11
1 July – 7 July
Add random potion effects, test movement boosts/debuffs, adjust level difficulty, tweak NPC raycast.
W12
8 July – 14 July
Optimize UI for PC, polish art, test layer hiding logic, add sound effects.
W13
15 July – 21 July
Conduct playtesting, fix bugs, smooth transitions, fine-tune game balance and pacing.
W14
22 July – 28 July
Prepare proposal final version, reflection writing, slide deck, compile gameplay video for submission.
