• +1 (613) 793-4672
  • jobs@stemworldeducationalservices.com
  • Nepean, Ontario, Canada

Project: Green Energy Tycoon

Project Overview

To raise awareness on environmental issues, we where tasked with developing video games themed around environmental conservation.  Our groups project is themed around clean energy sources and their implementation. is a tycoon/strategy game where the player constructs green energy facilities across Canada to compete with fossil fuel based electricity generation, with the end goal of producing enough electricity to phase out fossil fuels. To accomplish this goal, the player will have to generate as much power as possible while managing their money and reputation. Policies you enact and random events can have dramatic effects on your play, but in the end how you achieve you goal is up to you. The learning objective is for the player to learn about various sources of clean energy, their positives and negatives, and how they can be utilized to efficiently produce power on a large scale.

To generate enough power to phase out fossil fuel based electricity generation, the player must construct sources of clean energy to add to their minimum and maximum power generated.  Each power source that can be constructed has its pros and cons listed, outlining how they are actually used and several features present in game. Placing power sources in specific areas to maximize power generation and taking action to mitigate the risks they pose. Every ten seconds the player receives money based on the amount of power they generate, and can invest this money on new power sources and policies. How the public and government thinks of you, measured in your reputation, affects the amount of money you receive and can have other in game effects. Keep an eye out for random events that can occur, which can effect your progress in a variety of ways. Most will be only a temporary setback, while others can have dynamic effects on your complete playthrough.

Development Screenshots

Early Version of the games main menu
The main menu, as of Feb 23 2022
An early in game model of a solar farm, a upgraded version of a buildable solar power plant
An early build of the game for testing various mechanics.
Final in game model of a solar farm
An early in game model of a nuclear power plant
A segment of the in game map, based on several Canadian Provinces
An early version of the difficulty selection screen with the random difficulty selected.
The final version of the main menu

Flow Between Scenes

The flow between screens in the game

Game Design


Development Team

Noah Spencer

James Howse

Date of most Recent Build

April 18, 2022



The player builds clean sources of electricity across Canada, gaining money and reputation over time as they complete with coal-based power generation. As the player generates more power, they can enact policies and purchase upgrades to improve their facilities. Once the player minimum power generation reaches a certain value, they win the game by phasing out coal-based power. By the end the player should know about several sources of clean electricity along their associated benefits and drawbacks.

Target Audience

Children around 7 – 12 years of age who have an interest in clean energy production.


Tycoon, with strategy game elements.

Look and Feel

The menus and models are kept clean and simple. The models used are low poly and simple as well.



Learning – Learn about clean energy sources, how they work, their benefits and risks, along with the push toward a net zero emissions future

Gameplay – Produce enough power to safely phase out coal-based power generation, then produce as much power as you can.


The player starts with 1200$, enough to build a few low-level power plants. As the player generates more power, they will have more money to purchase higher tier power plants, expansions to existing power plants, and some upgrades. Eventually the player will unlock all nine power plant types and can focus on unlocking upgrades. Once the player beats the game all coal power plants will disappear, as they have been shut down.

Play Flow

Every ten seconds the player receives money based on the amount of power they generate. They can use this money to build new power plants, expand an existing power plant, enact policies, and buy upgrades. To build a new power plant the player must select a tile and the type of power plant they would like to build. If they have enough money to build and the power plant is compatible with the tile, it can be built to increase the players power generation. Power plants can be expanded by selecting them on the world map and selecting the expand option in the menus, increasing their power output at a cost. Policies can have a wide amount of useful effects but come at a notable cost. Upgrades are expensive but offer permanent benefits for the rest of the playthrough. The player will select which options to use as they build up money and power to reach their goal.


Tile Interactions

To interact with the game world, the player must select tiles on the map by clicking on them. The selected tile becomes highlighted, and the inspection menu opens. If the tile is occupied by a npc building, then the player cannot interact with that tile.


If a tile is unoccupied, the player can build a power plant if they have the money for it and the tile can support it. Once built the power plant will add to the players minimum and maximum power. If the tiles cannot support the type of power plant or the player does not have enough money, them the power plant cannot be built.


If a power plant is already on the tile, the player can expand the power plant to improve its power production. This will cost money comparable or greater than the base power plant but can dramatically improve a plants power output. If the player does not have the money, then the power plant cannot be expanded.


If the player decides a different type of power plant is suited to a tile, they can demolish the existing one to clear up space. This will remove the power plant from the map and reduce the players power generation based on its power output

NPC Buildings

Tiles in the world may already be occupied by npc building, representing groups not affiliated with the player. If a npc building occupies a tile, the player cannot interact with it. Coal plants are one type of npc building, representing coal-based power generation, and increasing in number based on difficulty. Once the player wins the game, all coal plants will disappear. Dwellings represent where people live and come in town, city and capital forms. They remain on the map after the player wins.

Natural Features

Some tiles have natural features relating to clean energy sources. These vary from allowing specific power plant types to be built to improving the power production of certain power plant types. These are communicated to the player by visual clues such as rocks signifying a geothermal reservoir or text shown when the player selects the tile.


These are used by the player to reach their power production goal and build new power plants


Money is used to build and expand power plants. The player gains money every ten seconds based on their power production, reputation, and active policies. Some policies affect the amount of money the player earns and/ or the rate it is earned at.


Reputation is a measure of the public outlook towards the player. It starts at a neutral value of fifty and changes over time based on events and policies. Reputation affects the players income by increasing or decreasing the amount earned based on the players value (high values provide a bonus, low values incur a penalty). If reputation affecting policies are enacted, the will affect the players reputation every minute.


Power is provided by the power plants the player builds. It is divided into two values, maximum power and minimum power, representing the upper and lower limits of the players power generation. The amount of power generated is translated into the players income based on maximum and minimum power.


Policies can be enacted by the player to improve one area of their operation at the expense of others. They are accessed and toggled from the policy menu with their effects listed in the menu. The players income and reputation are affected by policies, often improving one at the expense of the other. Some policies may also cost money to be enacted which is not refunded once retracted.


Upgrades provide permanent improvements to the players operation. They cost a lot of money but can dramatically improve income and power production. Upgrades can be found in the policy menu.


 While plying the game there is a chance for an event to occur every two minutes. Events can have significant effects based on their type and what they affect. There are three types of events, being general events, power source events, and permanent events. General events and permanent events can occur at any time, while power source events are dependant on the power sources the player builds. Any negative power source events can be prevented by certain policies. Events can effect the players money, income, and reputation.


The player has access to several minigames to play. They provide a boost to the players income based on the players performance in the minigame and can be accessed from the map.


If the player meets specific conditions, they earn an achievement. There are more than twenty achievements earnable in game and can be viewed in the achievement menu once earned. They have no in game effect and only provide extra goals for the player to work towards.


The games map is based on Canada, divided into segments based on the provinces. It is comprised of tiles where power plants can be built with a wide number of types to place power plants on.


The elements composing the map. Has a set type and natural features


How the player views the world. Is moved around the map and zoomed in using the keyboard


Selected upon starting the game, difficulty changes the pace of the game and the expected time to complete it.


A more relaxed difficulty, easy difficulty increases the players income by 20% and reduces the power production gaol to 75,000 kWh. The number of coal plants on the map are also reduced.


The games intended difficulty, the players income is ate normal levels and the power production goal is at 150,000 kWh.


A challenge for the dedicated, hard mode reduces the players income by 15% and increases the power production goal to 300,00 kWh. The number of coal plants on the has also been increased.

Game Speed

The Seed the game is played at. Has one times, two times, and stop options. Changed through the game speed slider.



Main Menu

The screen the player starts the game at. Has buttons to take the player to the game, difficulty selection, how to play, and achievement screens. Volume sliders allow the player to adjust the sounds are also present, along with the option to reset the player’s progress. If the player is playing for the first time, then an intro video will play introducing the game.

Difficulty Selection

If the player has not set their difficulty, they will be taken to the difficulty selection screen before starting the main game. They have a choice between easy, medium, and hard difficulty with a default difficulty of medium. Once the player selects their difficulty, this screen cannot be accessed unless they reset their progress.

Achievement Screen

A screen where the player can view all the achievements they have earned. Trophies earned spawn on the selves to the left, while the player can view achievements to the right. Once done viewing, the player can return to the main menu by pressing a button.

How to play

A screen covering how to play the game. Includes listings for the controls and outlines for the mechanics. The player can leave for the main menu, or the game if the difficulty is selected.

End Screen

Opens once the player reaches their power production goal. Displays a message to the player thanking them for playing the game and their stats. Provides the option to return to the game or the main menu. The player cannot return to this screen once the win the game unless they reset their progress and reach their power production goal again.

Main Game Hud

Pause Menu

Opens when the player pauses the game. Has options for volume control, leaving for the about screen or main menu, resuming the game, and lists several of the players stats.


Opens when you click on a tile. Provides options for building, expanding, and demolishing buildings based on what is present on the tile. Also provides information on the selected tile and its natural features.

Build Menu

Opens when the player builds or expands a power plant. Shows the buildings stats and information. Also presents the player with the option to cancel the build if they want.

Policy Menu

Where the player enacts policies and unlocks upgrades. Displays the effects and other relevant information of the selected policy. Can be accessed by a button on the UI.

Game Speed

A slider that toggles the game speed between stop, one time, and two times speed.

Progress Tracker

Tracks the players progress toward their power goal, filling up the close you get to your goal.

Time and Resource Trackers

Tracks how long the player plays the game and their current resources (money, power, reputation).

Achievement Notice

Notifies the player if the earn an achievement, showing its name and respective trophy.

Event Notice

Notifies the player of an event and its effects, along with a description for the event.


W – Move camera up

A – Move camera left

S – Move camera down

D – Move camera right

R – Zoom Camera out

F – Zoom Camera in

Music and Sound Effects

Gameplay Music – fly away mountaineer main version 02-11-7638

Main Menu Music – calm zimpzon main version 07-55-10844

Other Menu Music – snug walz main version 02-40-17211 1

End Screen Music – moonshine prigida main version 01-36-17027

Button Click - Clic01.mp3

Place Building – metal button press2

Power Plant Sound Effects – Provided by James Howse


All images used are stock images, selected to fit with the game’s simple aesthetic.

Weekly Progress

Week 1

Jan 20, 2022

  • 11:00 to 1:00 - Created and began work on an initial version of the main menu for our game
  • 2:00 to 5:00 - Competed work on the main menus initial version, began work on the build menu for our game

Jan 21, 2022

  • 9:00 to 10:00 - Downloaded several premade assets for usage in game
  • 10:00 to 11:35 - Created a  model for a prefabricated nuclear power plant building
  • 11:35 to 3:30 - Attempted to model a wind turbine for usage in game, could not get the blades to rotate properly
  • 3:30 to 4:30 - Made a  model of a coal plant to be used as an non player character building
  • 4:30 to 5:00 - Began modeling a solar power plant for usage in game.

Week 2

Jan 24, 2022

  • 9:00 to 9:30 - Finished constructing the model of a solar power plant
  • 10:22 to 4:40 - Finished creating models for all planned power plant types in game
  • 4:40 to 5:00 - Resumed work on the the build menu

Jan 25, 2022

  • 9:00 to 11:00 - Competed work on the first iteration of the build menu
  • 11:00 to 11:40 - Changed elements of and added to several of the power plant models.
  • 11:40 to 3:07 - Created the main user interface for the game, including trackers for money, power, time and reputation.
  • 3:07 to 4:30 - Created the end screen, which displays the players stats after they beat the game.
  • 4:30 to 5:00 - Began integrating UI elements together on one screen

Jan 26, 2022

  • 9:00 to 9:30 - Updated UI elements for smother transitions between them
  • 11:40 to 1:00 - Completed the base UI for the game and setup for animations to be added later
  • 2:00 to 2:56 - Animated the pause menu so that it is hidden from view until the pause button is pressed
  • 2:56 to 5:00 - Began updating UI elements to scale with the players screen resolution

Jan 27 2022

  • 10:38 to 12:25 - Finished updating base UI elements to scale with the players screen resolution
  • 12:25 to 2:30 - Finished updating the main menu to scale with the players screen resolution
  • 2:30 to 5:00 - Got the pause menu fully animated and fixed the some elements UI not scaling to higher resolutions

Week 3

Jan 31, 2022

  • 9:00 to 11:00 - Completed the animation set and triggers for the build menu
  • 11:00 to 12:30 - Updated the main menu to ensure a better scale  at higher resolutions
  • 12:30 to 1:00 - Created the about screen to inform players on how the game is played
  • 2:00 to 5:00 - Added animations to the models of several building

Feb 1, 2022

  • 9:00 to 11:50 -  Finished adding animations to buildings that warranted them
  • 12:27 to 1:00 - Added a dropdown menu to select a power source to build
  • 2:00 to 4:30 - Attempted to set up transitions between the main game and several menus
  • 4:30 to 5:00 - Started syncing UI animations to the buttons present and the dropdown menu

Feb 2, 2022

  • 9:00 to 10:22 - Got the pause button to open the pause menu when pressed
  • 10:22 to 12:24 - Got the open and closing animations for the pause menu implemented
  • 12:24 to 2:50 - Got the build menu fully animated in game
  • 2:55 to 5:00 - Setup transitions between the main menu and the main game.

Feb 3, 2022

  • 10:20 to 11:30 - Completed setting up transitions between game scenes
  • 11:30 to 1:00 - Got the timer and reputation tracker to properly track their respective stats
  • 2:00 to 2:30 - Got the reputation tracker to change color from red to green based on the players current reputation (red for lower, green for higher)
  • 2:30 to 4:30 - Made the options in the dropdown menu open build menu.
  • 4:30 to 5:00 - Added text to build menu for specific power sources if they are selected in the dropdown menu

Feb 4, 2022

  • 9:00 to 12:45 - Finished adding text related to power sources to the build menu
  • 2:00 to 3:30 - Added the inspection menu and its animation set
  • 3:30 to 4:10 - Worked on implementing the animations for the inspection menu 

Week 4

Feb 7, 2022

  • 10:10 to 10:30 - Worked on getting the inspector to open when a tile is clicked on.
  • 12:00 to 1:00 - Looked into using Raycasting in unity as a way to select tiles  
  • 2:00 to 3:20 - Got Inspector to open when clicking on a tile via Raycasting
  • 3:20 to 5:00 - Created script to assign types and modifiers to tiles

Feb 8, 2022

  • 9:00 to 10:35 - Got the inspector to display the type and modifiers of selected tiles
  • 10:35 to 1:00 - Got the game to track money made and power generated in real time
  • 2:00 to 2:43 -  The in game camera now follows mouse movements
  • 2:43 to 4:13 - Created a Ui element to notify players of events when they occur
  • 4:13 to 5:00 - Created a script for random events

Feb 9, 2022

  • 9:00 to 10:00 - Got random events to work based on the players current resources and time playing
  • 10:00 to 11:23 - Added particle effects to prefabs
  • 11:23 to 1:00 - Began work on spawning prefabs during gameplay
  • 2:00 to 3:00 - Got power sources to spawn during gameplay
  • 3:00 to 5:00 - Modified scripts to support spawning prefabs

Feb 10, 2022

  • 9:00 to 10:20 - Got prototype Spawning system working
  • 10:20 to 11:23 - Added parameters to building script as to restrict placement.
  • 11:23 to 1:00 - Building system is complete
  • 2:00 to 3:05 - Building now add to power generated and power generated fluctuates.
  • 3:05 to 5:00 - Game now tracks if you have enough money for structures.

Feb 11, 2022

  • 10:03 to 12:00 - Created basic events and added them into the game
  • 12:00 to 1:00 - Added effects and durations to events
  • 2:00 to 3:00 - Added more events

Week 5

Feb 14, 2022

  • 9:56 to 11:14 - Adjusted camera movement and position
  • 11:14 to 12:36 - Altered tile script to spawn in coal plants
  • 12:36 to 1:00 - Added Text to about screen
  • 2:00 to 3:20 - Completed About Screen
  • 3:20 to 5:00 - Updated pre-existing models and created models for upgraded buildings

Feb 15, 2022

  • 9:00 to 11:00 - Got inspector to display tile type and modifiers
  • 11:00 to 1:00 - Got Upgraded buildings to replace the previous buildings when selected and found way to sort spawned objects
  • 2:00 to 2:20 - Completed code for spawning upgraded structures
  • 2:20 to 3:40 - Added More Events
  • 3:40 to 4:36 - Took pictures of prefabs
  • 4:36 to 5:00 - Updated inspection menu

Feb 16, 2022

  • 9:00 to 10:15 - Images in the build menu now change based on building
  • 10:15 to 11:25 - Rescaled prefabs to better scale with tiles
  • 11:25 to 1:00 - Added new menu options for new features and added the a demolish function.
  • 2:00 to 3:30 - Looked into new backgrounds for UI and added checks the build menu to stop money being wasted
  • 3:30 to 5:00 - Rescaled UI elements and got the pause menu to work

Feb 17, 2022

  • 9:00 to 12:20 - Added option to upgrade buildings to the inspector and made the build menu to be compatible with upgrades.
  • 12:20 to 1:00 - Remodeled the main menu
  • 2:00 to 3:00 - Remodeled other UI screens and added a settings screen.
  • 3:00 to 3:30 - Added element to the Settings Screen
  • 3:30 to 4:30 - Created an entity to track data between scenes.
  • 4:30 to 5:00 - Got end screen to display the players stats

Feb 18, 2022

  • 9:00 to 9:45 - Got the pause menu to darken the screen when opened
  • 9:45 to 11:00 - Began upgrading scripts to transfer data between scenes
  • 11:00 to 12:30 - Completed Upgrades to scripts
  • 12:30 to 1:00 - Looked into the raycast system to prevent rays from registering buildings
  • 2:00 to 3:30 - Solved raycast rays colliding with buildings and got demolishing buildings to subtract from power production.
  • 3:30 to 4:00 - Added text to the tile inspector

Week 6

Feb 21, 2022

  • 11:10 to 12:30  - Added additional text to the inspector for built tiles
  • 12:30 to 2:35 - Tiles now become highlighted when selected
  • 2:35 to 5:00 - Begin implementing PlayerPrefs into the game

Feb 22, 2022

  • 9:15 to 10:30 - Tested PlayerPrefs to determine their limitations
  • 10:30 to 2:20 - Continued implementing PlayerPrefs into the game

Feb 24, 2022

  • 9:00 to 10:40 - Made some buildings respawn when a scene is loaded
  • 10:40 to 11:15 - Made all normal buildings respawn when a scene is loaded.
  • 11:15 to 12:15 - Made all upgraded buildings respawn when a scene is loaded
  • 12:15 to 1:00 - Made respawned buildings change the data of the tiles they are built on so they functioned like normal buildings
  • 2:00 to 3:40 - Prevented demolished buildings from respawning during scene changes
  • 3:40 to 5:00 - Worked on getting the settings screen functional in game.

Feb 25, 2022

  • 9:00 to 10:15 - Incorporated the settings screen into the pause menu
  • 10:15 to 11:20 - Made the game settings adjustable in game
  • 11:20 to 12:15 - Made the game save player related data using PlayerPrefs
  • 12:15 to 1:00 - Worked on making other relevant scripts compatible with PlayerPrefs
  • 2:00 to 4:00 - Finished remaking aspects of the games scripts as to be compatible with PlayerPrefs


Week 7

Feb 28, 2022

  • 11:05 to 1:00 - Went through the games code to fix errors and add functions. Made tidal plants give bonus power and gave the player a small sum of money at the start of the game 
  • 2:00 to 3:00 - Fixed buildings not subtracting form the players money when built and the player not receiving any income
  • 3:00 to 4:00 - Fixed the player gaining money when the game was resumed and found an error where upgrades would not respawn properly if the where not the latest upgrade
  • 4:00 to 5:00 - Fixed upgraded buildings not respawning properly and added bonuses to maximum and minimum power if certain power plants are built on specific tiles

Mar 1, 2022

  • 9:00 to 10:15 - Created a basic menu for in game policies
  • 12:35 to 1:00 - Added several elements to the policy menu
  • 2:00 to 3:00 - Finished constructing and animating the policy menu
  • 3:00 to 4:30 - Finished some more animations related to the policy menu and made the policy menu full animated in game
  • 4:30 to 5:00 - Worked on getting the game to swap between policy types using a scrollbar

Mar 2, 2022

  • 9:00 to 10:00 - Made the policy menu swap between policy types using a scrollbar
  • 10:00 to 11:30 - Added UI elements and text for several policies and upgrades
  • 11:30 to 1:00 - Finished adding text and UI elements for policies and upgrades
  • 2:00 to 3:05 - Changed prices and power output of power plants so they are a lot more expensive but produce more power 
  • 3:05 to 4:00 - Changed the effects of several events and looked into creating custom UI graphics
  • 4:00 to 5:00 - Created the groundwork for policies to affect in game stats

Mar 3, 2022

  • 9:00 to 10:30 - Added menu options and added code to allow the player to select their difficulty
  • 10:30 to 11:00 - Fixed difficulty selection buttons vanishing after use.
  • 11:00 to 12:10 - Set the end goal for power  generation and money modifiers based on difficulty and a transition to the end screen once the goal is met.
  • 12:10 to 1:00 - Made the players income alter based on difficulty
  • 2:00 to 5:00 - Worked on getting policies to work in game

Mar 4, 2022

  • 9:00 to 10:30 - Got basic polices to affect in game stats
  • 10:30 to 12:00 - Downloaded new materials  for in game buildings and began remodeling ocean current power plant models
  • 12:00 to 1:00 - Finished remaking the models for ocean current power plants
  • 2:00 to 3:00 - Finished remodeling coal and biofuel power plants to look better and better differentiate between the two.
  • 3:00 to 4:00 - Finished remodeling geothermal plants and began remodeling nuclear power plants 

Week 8

Mar 7, 2022

  • 9:40 to 11:00 - Updated the models for nuclear power plants so its cooling towers don't look like a stack of tires
  • 11:00 to 11:30 - Updated the models for solar power plants
  • 11:30 to 1:00 - Finished updating and altering the models for spawnable power plants.
  • 2:00 to 3:00 - Created models for policy upgraded wind turbines and basic solar plants
  • 3:00 to 4:30 - Created models for policy upgraded solar farms, biofuel plants and most water based power plants
  • 4:30 to 5:00 - Finished creating models for buildings upgraded through policies with the exception of tidal plants

Mar 8, 2022 

  • 9:00 to 10:00 - Added advance buildings to the respawn system, replacing their normal variants if enabled
  • 10:00 to 11:00 - Added functions to replace buildings with their advanced versions in game if they are enabled
  • 11:00 to 12:00 - Added alterations to the spawn system to make advance buildings spawnable in game if enabled
  • 12:00 to 1:00 - Created trackers for the number of specific power plant types built and their associated risks
  • 2:00 to 3:00 - Added checks for power plant based events and began adding power plant based events
  • 3:00 to 4:00 - Finished adding power plant based events and laid the groundwork for something special.
  • 4:00 to 5:00 - Split the risk prevention policy into several policies and got the toggle button in the policy menu to toggle the selected policy.

Mar 9, 2022

  • 9:00 to 10:05 - Got the risk prevention policies to work in game
  • 10:05 to 10:20 - Made the "Weather Control" policy work in game
  • 10:20 to 11:00 - Added variables to ensure only certain  coal plants spawn based on difficulty
  • 11:00 to 12:05 - Looked into creating a randomized difficulty and created a difficulty selection screen
  • 12:05 to 1:00 -  Made the difficulty selection screen functional in game
  • 2:00 to 3:30 - Added text to the difficulty selection screen, added the randomized difficulty, and finished the difficulty selection screen
  • 3:30 to 5:00 - Made coal power plants spawn randomly in the random difficulty setting and began adding an earthquake event

Mar 10, 2022

  • 9:00 to 10:10 - created models for advance tidal plants and acquired new images for use in the build menu.
  • 10:10 to 11:00 - Made the build menu use the new images of power plants and display advanced buildings when active. Added default text to the policy menu
  • 11:00 to 12:00 Made several alterations to the policy menu for better UI
  • 12:00 to 1:00 - Added elements to the policy menu and inspector to improve their appearance
  • 2:00 to 3:15 - Made buttons in the inspector fade if they should not be usable on a tile. Added more elements to the UI to improve its appearance
  • 3:15 to 3:45 - Finished adding elements to the UI
  • 3:45 to 5:00 - made part of the event notification change color based on the events effects and altered menus for better flow between them

Mar 11, 2022

  • 9:30 to 10:00 - Added new variables for tiles.
  • 10:00 to 11:00 - created prefabs for new npc buildings
  • 11:00 to 12:00 - Made the new npc buildings spawn in game and added inspector text for these buildings
  • 12:00 to 1:00 - Reorganized existing events and add several new events
  • 2:00 to 3:00 - Created more events and looked into rebalances for polices 
  • 3:00 to 4:00 - Altered how reputation is gained/ lost over time to better reflect  its in game description. 

Week 9

Mar 14, 2022

  • 9:00 to 10:00 - Got new assets and used them to create a prefab for a town
  • 10:20 to 111:00 - finished prefabs for towns and cities
  • 11:50 to 1:00 - Finished creating models for npc buildings
  • 2:00 to 3:30 - Set up variables and a script to track achievements
  • 3:30 to 5:00 - Finished the setup for achievements to work in game

Mar 15, 2022 

  • 9:00 to 10:00 - Added two new achievements and created an achievement notification
  • 10:00 to 11:00 - Implemented money and building based achievements
  • 11:00 to 12:30 - Finished implementing achievements and began work on the achievement screen.
  • 2:00 to 3:00 - Finished adding achievements and navigation elements to the achievement screen.
  • 3:00 to 4:00 - Added text for achievements on the achievement screen for their name and details
  • 4:00 to 5:00 - Made some achievements on the achievement screen change color based on their status.

Mar 16, 2022

  • 9:00 to 12:00 - Worked with integrating my work with the rest of my team
  • 12:00 to 3:00 - Added scripts to the Newfoundland and Labrador region of the in game map.
  • 3:00 to 5:00 - Solved raycasting and the inspector not working with the in game map by adding mesh colliders to the tiles in the NL region of the map. Added scripts and mesh colliders to the Prince Edward Island segment of the map

Mar 18, 2022

  • 9:00 to 10:00 - Added scripts and mesh colliders to the Nova Scotia and New Brunswick regions of the map.
  • 10:00 to 11:00 - Added scripts and mesh colliders to the Saskatchewan and Alberta regions of the map.
  • 11:00 to 12:00 - Added scripts and mesh colliders to the Manitoba region of the map.
  • 12:00 to 4:00 - Worked on getting scripts and mesh colliders added to the Nunavut region of the map


Week 10

Mar 21, 2022

  • 9:15 to 4:45 - Finished adding scripts and mesh colliders to the Nunavut region of the map.
  • 4:45 to 5:00 - Began adding scripts and mesh colliders to the Yukon region of the map.

Mar 22, 2022

  • 9:00 to 10:30 - Added scripts and mesh colliders to the Yukon and Quebec regions of the map.
  • 10:30 to 11:30 - Added scripts and mesh colliders to the Ontario and New British Columbia regions of the map.
  • 11:30 to 12:25 - Added scripts and mesh colliders to the Northwest Territories region of the map.
  • 12:25 to 1:00 - Made all achievements on the achievements screen change color form gray to green once earned
  • 2:00 to 3:00 - Added the option to scroll through achievements on the achievement screen and added a button to the achievement screen on the main menu
  • 3:00 to 4:00 - Looked into and created a bases for moving the camera around in game
  • 4:00 to 5:00 - Word on setting up keyboard based movement for the camera.

Mar 23, 2022 

  • 9:00 to 10:00 - Got the camera to move around the playable area and zoom in and out using the input system
  • 10:00 to 10:40 - looked into methods to rotate the camera while it zooms in and out
  • 10:40 to 11:45 - Created shelf and sample trophies for the achievement screen
  • 11:45 to 1:00 - Got trophies to spawn in when their respective achievement is earned and be invisible otherwise
  • 2:00 to 3:05 - Repositioned several trophies on the achievement screen and gave the in game camera a permanent angle
  • 3:05 to 4:00 - Imported and implemented a model for a trophy and added it to the achievement screen
  • 4:00 to 5:00 - Ensured achievements were being tracked properly and fixed the achievement notification not working

Mar 24, 2022

  • 9:00 to 10:00 - Discovered a method to prevent buildings from respawning on the wrong tiles and began implementing it
  • 10:00 to 11:30 - Implemented the solution into the spawning system
  • 11:30 to 1:00 - Implemented the solution into the respawn script and tested it. Showed a lot of promise but still needed work
  • 2:00 to 2:55 - Renamed every individual tile and tile group to see if it would fix the respawn issue. Doi8ng so fixed the issue.
  • 2:55 to 5:00 - Renamed the tiles and tile groups in all parts of the map to solve respawn errors.

Mar 25, 2022

  • 9:00 to 10:20 - Solved buildings still not respawning properly by relocating some segments of code
  • 10:20 to 11:40 - Added a check for parent object to the upgrade system and demolish system as to ensure both worked properly
  • 11:40 to 4:00 - Resized power plants as to ensure they fit on the tiles.

Week 11

Mar 28, 2022

  • 9:30 to 1:00 - Added the ocean current modifier to tiles based on real ocean currents
  • 2:00 to 5:00 - Added modifiers to various tiles to represent natural features beneficial to the player

Mar 29, 2022

  • 9:00 to 4:05 - Finished adding tile modifiers and npc buildings to the map
  • 4:05 to 4:25 - Restored variables altered for testing purposes to their default state.
  • 4:25 to 5:00 - Began rewriting the about screen as to better reflect how the game is played

Mar 30, 2022

  • 9:00 to 11:20 - Finished rewriting the about screen, scanned it for errors, and added images to support the text 
  • 11:20 to 1:00 - Rewrote element of the about screen, altered several menu elements for better scale and descriptions of topics, disabled the random difficulty, and added more data to the build menu on power production
  • 2:00 to 2:25- Checked to ensure no errors in building descriptions
  • 2:25 to 3:20 - Replaced several placeholders and completed the first build of the game.
  • 3:20 to 5:00 - Added elements to tiles to spawn in select natural features for tiles

Mar 31, 2022

  • 9:00 to 10:25 - Ensured natural features scaled properly to tiles and ensured power plants override natural features once placed
  • 10:25 - 1:00 - Added many natural features around the map to represent forests, mountains, and glaciers.
  • 2:00 to 3:00 - Added a progress bar to track the players progress toward their power goal
  • 3:00 to 4:00 - Fixed reputation not updating and filled a hole in the game map
  • 4:00 to 5:00 - Added a new upgrade to allow for geothermal plants to be built anywhere

Apr 1, 2022

  • 9:00 to 9:20 - Made the player gain power once geothermal plants are upgraded to be placed anywhere

Week 12

Apr 4, 2022

  • 9:35 to 11:00 - Assigned power plant sound effects to their respective power plant types
  • 11:00 to 12:00 - Made sound effect volume be controllable through a slider in the pause menu
  • 12:00 to 1:00 - Moved the game speed slider out of the pause menu, added a slider for music volume, and made power plant sound effects sound louder the closer the player is
  • 2:00 to 3:00 - Fixed the timer display glitching, elements of the policy menu not changing text, and made the mute button change color while active
  • 3:00 to 4:00 - Found royalty free  music for the menus and added it to the game
  • 4:00 to 5:00 - Remodeled the main menu and added volume settings for the other sounds in game

Apr 5, 2022

  • 9:00 to 9:30 - Tried creating images for the achievement screen and notification
  • 9:30 to 10:45 - Made volume sliders on the main menu work, added a mute button to the main menu, and added more volume control sliders to the main menu.
  • 10:45 to 11:45 - Created an area to display buildings in the build menu
  • 11:45 to 1:00 - Got the building display visible in the main menu
  • 2:00 to 3:00 - Made the build menu compatible with the building display
  • 3:00 to 4:00 - Created a duplicate of the building display to display earned achievements
  • 4:00 to 5:00 - Made the achievement notification compatible with the achievement display and began adding achievement displays to the achievement screen

April 6, 2022

  • 9:00 to 10:35 - Created trophies for all building and event achievements 
  • 10:35 to 11:30 - Added the new trophies to the achievement screen 
  • 11:30 to 1:00 - Added trophy displays for each achievement to the achievement screen
  • 2:00 to 2:40 - Altered the achievement screen to support achievement displays
  • 2:40 to 4:15 - Fixed tiles clipping into each other and holes in the map
  • 4:15 to 5:00 - Added sound effects for clicking buttons to the main menu and difficulty selection screen.

Apr 7, 2022

  • 9:00 to 10:30 - Added sound effects to the remaining screens and found more royalty free music for the game
  • 10:30 - 11:00 - Added the new music to the game and fixed gaps in the map
  • 11:00 to 12:30 - Play tested the game
  • 12:30 to 1:00 - Increased the cost most upgrades
  • 2:00 to 3:10 - Made upgrades that improve specific power plants double their output
  • 3:10 to 3:45 - Made most power plants and power plant expansions cheaper 
  • 3:45 t0 5:00 - Play tested the game again 

Apr 8, 2022

  • 9:00 to 10:20 - Added a alternate sample tile for sea based power plants, lowered to volume of power plant sound effects, and made upgrades cheaper
  • 10:20 to 10:45 - Lowered power production goals, altered the values for the game speed slider, and made coal power plants despawn once the game is won
  • 10:45 to 11:45 - Replaced the game speed slider with a scrollbar
  • 11:45 to 1:00 - Created a script to simulate a day night cycle
  • 2:00 to 2:40 - Changed how the day night cycle script works 

Week 13

Apr 11, 2022

  • 9:15 to 10:30 - Made many small alterations to the game
  • 11:40 to 1:00 - Rebalanced how reputation is earned over time so that it is earned faster
  • 2:00 to 2:45 - Finished altering reputation related policies to fit with the reputation rebalance and made reputation affect the players income.
  • 2:45 to 5:00 - Added an earthquake event to the game

Apr 12, 2022 

  • 9:00 to 11:20 - Completed another playtest of the game
  • 11:20 to 1:00 - Looked into altering various lighting related settings
  • 2:00 to 3:00 - Updated the end screen, altered the requirements of some achievements, and caped the players maximum and minimum reputation.
  • 3:00 to 5:00 - Completed another playtest of the game

Apr 13, 2022

  • 9:00 to 9:25 - Made the lowest value for volume eliminate their respective sounds
  • 9:25 to 10:50 - Play tested the game again 
  • 10:50 to 11:45 - Resized the event interval and made the game track previous events between screens
  • 11:45 to 1:00 - Made alterations to how events work by splitting them into categories and increased the chances of certain events occurring
  • 2:00 to 4:20 - Rewrote event text to be more descriptive and  added new events related to power sources
  • 4:20 to 5:00 - Fixed events not occurring during gameplay

Apr 14, 2022

  • 9:00 to 9:50 - Fixed several tiles having an incorrect type and made alteration to the models of solar plants
  • 9:50 to 11:00 - Made alterations to the models for wind turbines, current plants, and tidal plants
  • 11:00 to 12:00 - Made alterations to the remaining power plant models
  • 12:00 to 1:00 - Made alterations to the models for npc buildings
  • 2:00 to 3:00 - Updated the text and modifiers detected by the inspector
  • 3:00 to 4:00 - Began Adding the intro video to the game. 



Week 14

Apr 18, 2022

  • 9:30 to 11:30 - Got the intro video working in game and skippable
  • 11:30 to 12:30 - Fixed the main menus music playing over the intro video
  • 12:30 to 3:10 - made alterations to tile locations in the PEI and Newfoundland regions of the map to ensure a better fit between tiles 
  • 3:10 to 5:00 - Began altering the location of the sea tiles surrounding the NL region

Apr 19, 2022

  • 9:00 to 10:05 - Continued moving sea tiles in the NL region
  • 2:30 to 5:00 Finished moving tiles in the NL region

Apr 20, 2022

  • 9:00 to 10:50 - Relocated all the tiles in the Ontario region to ensure a better fit between tiles
  • 10:50 to 12:00 - Fixed holes in the game map and the transition from the intro video to the main menu not working properly.
  • 12:00 to 1:00 - Made alterations to the games lighting for a better look
  • 2:00 to 3:05 - Added new trophies to the achievement screen 
  • 3:05 to 4:40 - Added the new trophies to the achievement screen displays and the achievement notification
  • 4:40 to 5:00 - Implemented a minigame as a reward for completing the game. The game is now completed.

Extra - Update - Week 14 to Week 15

Apr 22, 2022

  • 2:00 to 4:20 - Moved tiles around the Quebec region to  prevent tiles from clipping into each other

April 25, 2022

  • 9:10 to 10:10 - Moved tiles around the Alberta region to  prevent tiles from clipping into each other
  • 10:10 to 12:05 - Moved tiles around the Manitoba region to  prevent tiles from clipping into each other
  • 12:05 to 1:00 - Began moving tiles around the Saskatchewan region to  prevent tiles from clipping into each other
  • 2:00 to 2:40 -  Finished moving tiles around the Saskatchewan region
  • 2:40 to 4:30 - Moved tiles around the British Columbia region to  prevent tiles from clipping into each other
  • 4:30 to 5:00 - Moved tiles around the New Brunswick region to  prevent tiles from clipping into each other

Apr 26, 2022

  • 9:00 to 9:25 - Moved tiles around the Nova Scotia region to  prevent tiles from clipping into each other
  • 9:25 to 10:00 - Moved tiles around the Yukon region to  prevent tiles from clipping into each other
  • 10:00 to 1:00 - Moved tiles around the Northwest Territories region to  prevent tiles from clipping into each other
  • 2:00 to 5:00 - Worked on moving tiles around the Nunavut region to  prevent tiles from clipping into each other

April 27, 2022

  • 9:00 to 9:40 - Finished moving tiles around the Nunavut region 
  • 9:40 to 1:00 - Ensured tiles modifiers remained intact after moving around tiles
  • 2:00 to 5:00 - Altered text in the inspector and worked on preventing the policy menu and inspector  from being open at the same time

April 28, 2022

  • 9:00 to 10:50 - Continued working on preventing the policy menu and inspector  from being open at the same time. Decided to allow them being open at the same time.
  • 10:50 to 11:30 - Ensured the code for spawning and respawning items worked properly
  • 11:30 to 12:35 - Added new events
  • 12:35 to 1:00 - Changed some text in the build menu
  • 2:00 to 3:00 - Went through text in the policy menu to ensure no errors
  • 3:00 to 4:10 - Went through text in the build menu and event notification to ensure no errors
  • 4:10 to 5:00 - Went through text in the inspector, About Screen, and Difficulty selection screen to ensure no errors
Chart showing time taken for various tasks during development