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METAL MADNESS by Sam Cox
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  • Semester 2: Kinetic Panic
    • Reflection and Learning Outcomes
    • Final Weeks
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METAL MADNESS by Sam Cox

Final Weeks

Posted on May 15, 2025

Removal Of Grab Ability

One of the last changes I made to the game was the removal of the Grab Ability, since one of my team members discovered it too late and couldn’t design any puzzles utilizing it in time. This was done by severing the PlayerInput command that allowed the player to change ability, and removing it’s UI element.

Ink

Esi also merged the beginning story with the rest of the branch, and I was able to try it out. An issue I noticed was that it didn’t advance to the game scene after it was done, so I worked on fixing that.

In the Ink file, I added a function called StartGame

EXTERNAL StartGame()

Which is then called at the end of the script.

        story.BindExternalFunction("StartGame", StartGame);
    }

    public void StartGame()
    {
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
    }

Showcase

Finally, I had the Friday showcase to deal with. 30 minutes before the showcase, I prepared a working version of the game. I removed or disabled some elements that interfered with this, such as a loop-de-loop that didn’t have a mesh collider component correctly added. However, I didn’t consult my team members on this and when I went out for lunch, one of my team members went to replace my version with theirs, which had the broken elements, so there was some conflict involved with the final weeks of the game’s development. However, I spoke with Adam and reflected on what I learned from it.

Itch Upload

Finally, it was time to upload the final build of the game to itch.io.

On Friday, May 15th, I made a final build of the game for Windows, macOS and Linux. I made some minor fixed and then I built the game within Unity and zipped up the files. I then uploaded those files to the game’s Itch page, and gave it a makeover, with some colors and screenshots. Then I uploaded the game.

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