That feels like a lot of work for one week, I would like to know how you manage your workflow to have so much done is so little time.
This is obviously a great entry
Thank you for playing and the good feedback!
Our process was 1 day of planning and scoping, then splitting everything into smaller tasks. A huge focus was on using available resources (such as the first person controller from Unity, modular asset packs from the store) and common elements across the whole game.
Modular assets were a huge help in creating our environments. The woods level was kept simple with 1 asset that I modelled (tree), assets for the cabin from the store and terrain for the snow. Other maps were made using apartment and warehouse modular packs that we had from the Asset store. We did this to minimize additional work besides programming and writing, as we were not very experienced in 3D asset generation.
Lastly, the technical systems I designed and coded over the course of the jam were also reusable. For example, a system I implemented was for the objects of interest. Certain items the player looks at can be interacted with, and either trigger an event within the level or allow the player to carry it. Apart from the AI, no systems were implemented that were unique to a single level.
Moreover, I currently don’t have a real world job to focus on so I spent my entire week on this. Plenty of all nighters as well Q_Q
I hope that answers your question. I wrote a detailed post here to sum up my end of the work if you’re interested in reading more: https://nashmia-riaz.github.io/portfolio/pages/Project.html?project=PressPlay