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Wake Up Devlog Post-Mortem
Overall, I think that in terms of mechanics and systems- I achieved what I set out to do for this vertical slice. I set myself an...
Tristan Atkinson
Apr 202 min read
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Wake Up Devlog Final Weeks
By this point in time, putting my focus primarily on ‘Wake Up' for the first term was catching up with me- I had to dedicate a lot of...
Tristan Atkinson
Apr 192 min read
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Wake Up Devlog Week 24
I did not have much time to spend on the Game for the latter half of this week, with Dissertation work, the Ukie 32 hour Game Jam, and...
Tristan Atkinson
Mar 181 min read
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Wake Up Devlog Week 23
My focus for this week was to start on polishing the Game’s UI and starting to implement sound effects. I am receiving help from my...
Tristan Atkinson
Mar 111 min read
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Wake Up Devlog Week 22
I took a somewhat lengthy break from the Project between Week 21 and week 22; I spent reading week with my family, and I was suffering a...
Tristan Atkinson
Mar 41 min read
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Wake Up Devlog Week 21
I started this week by finally implementing the Bearer of Wrath model I created in prior weeks. I used Mixamo to get some placeholder...
Tristan Atkinson
Feb 112 min read
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Wake Up Devlog Week 20
This week was dedicated to acting on the user feedback from the first playtesting session, as well as adding a new Player class. Based...
Tristan Atkinson
Feb 43 min read
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Wake Up Devlog Week 19
My goal for this Sprint was to create models and icons for each item, as well as conducting my first playtest of Wake Up. I used...
Tristan Atkinson
Jan 282 min read
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Wake Up Devlog Week 18
Before anything else, a date being missing between week 17 and 18 isn’t a typo; my design lectures are now on Wednesdays rather than...
Tristan Atkinson
Jan 213 min read
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Wake Up Devlog Week 17
I spent this week fixing an issue with the Dialogue system where the dialogue would rewrite itself, as well as implementing a new Boss:...
Tristan Atkinson
Jan 131 min read
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Wake Up Devlog Week 16
This week, I planned to implement more Combat Encounter rooms and enemies. I created the ‘High Gunner’ and ‘Lesser Letch’. The lesser...
Tristan Atkinson
Jan 61 min read
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Wake Up Devlog Week 15
Well- seasonal blues hits hard and this week was also incredibly unorganized. At the very least I have been outputting some work rather...
Tristan Atkinson
Dec 30, 20242 min read
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Wake Up Devlog Week 14
By this point, I was beginning to regret breaking my sprint plan; as I now felt incredibly unorganised in my workflow. While I did get a...
Tristan Atkinson
Dec 23, 20243 min read
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Wake Up Devlog Week 13
This was by far my least productive week of development, in part due to the fact that I was preparing to travel to visit family over...
Tristan Atkinson
Dec 16, 20241 min read
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Wake Up Devlog Week 12
From this point, I was technically on my Christmas break. However, I was determined to keep working on my project through December to get...
Tristan Atkinson
Dec 9, 20241 min read
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Wake Up Devlog Week 11
This week, my sprint goal was to get two systems working: Class selection on Main Menu Room Progression system, with randomised encounter...
Tristan Atkinson
Dec 2, 20245 min read
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Wake Up Devlog Week 10
At this point, the baseline for each of the Game’s encounters were working on a basic level- all of them except the Boss encounter. ...
Tristan Atkinson
Nov 25, 20242 min read
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Wake Up Devlog Week 9
This week was spent finishing off my 8th Sprint of implementing more enemies. When making basic placeholder enemies in a prior sprint, I...
Tristan Atkinson
Nov 18, 20241 min read
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Wake Up Devlog Week 8
This Week, I had planned to Work on Designing different Enemy types and implementing them in the Game. However, dissertation work and...
Tristan Atkinson
Nov 11, 20241 min read
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Wake Up Devlog Week 7
My primary goal for my seventh sprint was to implement the base for the ‘Event Encounters’. A few Weeks prior to starting this project, I...
Tristan Atkinson
Nov 4, 20243 min read
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