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* Power point presentation + demo April 13th) * GDD (April 15th) * 10 min. gameplay demo video (April 15th)
No due date- Add points to player for every drinks taken - Modify multiplier based on the amount of drinks in a row, multiplier should go down slowly over time based on a timer - Score should be saved on game over - Show highest score on game over
No due date•3/3 issues closed* Path finding using A* and the custom navmesh * Neutral NPCs with wander behaviors in streets and crossroads * Flocking behavior to avoid collisions between NPCs * Collision avoidance for NPCs with the environment * (Advanced) Context-aware coordinated movement of NPCs
No due date•9/9 issues closed- Buildings: entry and exit points - Obstacles: By pressing a button, the obstacles will move by themselves to block a path - Find a few variants for each type of interactable
No due date•1/1 issues closed- Three types of blocks (Crossroad, roads, building) - Algorithm to generate patterns using these blocks - Blocks are able to accept interactable or non-interactable prefabs - Generating a custom navmesh based on models of prefabs - Should allow spawn points to spawn NPC prefabs
No due date•4/4 issues closed- Create different types of drinking effects (types of drinks) - Picking up a drink out of three choices - Having a drink should add points to the drunk meter - Bar interaction (timeout until random drink, world freeze while picking up drink) - Leaving the bar should spawn some number of hostile NPCs to chase the player
No due date•4/4 issues closed* Fixed third person camera * Movement using WASD and Mouse (Fps for third person) reference video: https://www.youtube.com/watch?v=4uVTNUNrZ3c * Flexible class that allows changes in animations and speed for the player for other features
No due date•4/4 issues closed* Current player score and multiplier (2x, 3x, etc.) * Drunk meter (reverse hp bar that fills up the more you drink) * Pause menu * Main menu * Game over menu
No due date•4/4 issues closed