A World Without Project
On Monday I successfully implemented the main menu, pause menu and settings menu. I decorated them with a basic watery aesthetic that I could improve on later into the project if I have time. I found some useful coral imagery for the backgrounds and collected multiple watery fonts for the text.

On Wednesday I added the fodder feature: they spawn with a defined size and scale accordingly. On player collision, if the player’s size is greater than the fodder then it will disappear and have 1/10 its size added to the player who also scales accordingly.
I also added a randomisation feature for the fodder: a variable sets the maximum amount that can spawn and randomly spawns this amount from the total I place in a level. This adds complexity to whether a level is guaranteed to be possible or not, so I will have to carefully adjust this variable for each level to ensure consistent difficulty. A deletion process is also included to catch any cases where too many or too few objects spawn; in case an error occurs while spawning them, the erroneous objects will be cleaned up.
Research Project
I collected and tabulated data for the genres of songs contained within rhythm arcade games to analyse which audiences they may be intended to appeal to and whether this was successful. However, I started having second thoughts on my topic choice; I didn’t really have a hypothesis or point I could attempt to make and my paragraphs were simply explaining rather than analysing information. I began considering switching topic to arcade culture in general – something related to the relationship between money/ticket incentives and player control within games, as well as the social standing of players who perform well in skill-based games.