Week 8 7-11th May
This week Tom and I developed the points/score system for the game, which allows the player to see how many points they have got/how many enemies they have killed. This allowed us to get all of the basic mechanics on lock down ready to put the game onto the Sony Dev Kit to test it. Below is the finalised enemy points/score code:

As the Dev Kit is slightly different to running the game on the PC, Tom had to remap the ps4 controls, showing me how to do so in the process. This made it so the game worked really well on the PlayStation 4 ready for E3 next month. However, on our second time running the game on the Dev Kit, due to a software update our game broke. To solve this Tom and I worked with Chris to resolve the issue. The root of the problem was a set of errors which prevented the Main Menu/Loading scenes to switch to the game scene.
Here are some photos of inside the game:


These issues prompted me to discuss with Harry a solution for both the leader board and the enemy counter (the enemy counter would be different to the score system, a feature we had planned to implement to show the player how many enemies were in the game at one time). The solution we arrived at was to delay both of these features until after E3, and spent the time leading up to the event making the game run as smooth as possible, as well as making it more visually appealing. This is reflected on the amended production schedule shown below:
