UofT/OCAD CSC404 Game Design
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UofT/OCAD CSC404 Game Design
After losing the first time, but successfully finding the dentures before that led to these bugs:
Probably just due to the lack of reset of the collectibles count in MissionCafeteria1.
Allow for the player to collect medicine bottles around a level to then throw later.
Throwing at the floor:
Throwing at an enemy:
General Interactions:
This is more for final polished product. Some UI effects would be to:
Spawn in at given point, then set destination to a given point. After investigating disturbance, start randomly patrolling room.
This should be a Singleton
that handle event data that occur in the game, which any other class can trigger on or off.
Structure:
enum
-> bool
Then we could integrate this into the dialogue system where we can have conditional conversations that are only said by certain people when a certain event is true or false.
This will keep track of which rooms the player can access based on Player's available missions (E.g. Only after the player talks to an NPC will they have access to a mission). It will also keep track of missions completed by the Player (This might be done in the Mission Manger instead).
Any collectibles or items (E.g. dentures collected) will be stored in here as well.
ArgumentException: The specified path is not of a legal form (empty).
System.IO.Path.InsecureGetFullPath (System.String path) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.Path.GetFullPathInternal (System.String path) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.FileInfo.Init (System.String fileName, System.Boolean checkHost) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.IO.FileInfo..ctor (System.String fileName) (at <567df3e0919241ba98db88bec4c6696f>:0)
(wrapper remoting-invoke-with-check) System.IO.FileInfo..ctor(string)
UnityEditor.VisualStudioIntegration.SolutionSynchronizer.ShouldSyncOnReimportedAsset (System.String asset) (at C:/buildslave/unity/build/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:224)
System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) (at <351e49e2a5bf4fd6beabb458ce2255f3>:0)
UnityEditor.VisualStudioIntegration.SolutionSynchronizer.SyncIfNeeded (System.Collections.Generic.IEnumerable`1[T] affectedFiles, System.Collections.Generic.IEnumerable`1[T] reimportedFiles) (at C:/buildslave/unity/build/Editor/Mono/VisualStudioIntegration/SolutionSynchronizer.cs:213)
UnityEditor.SyncVS.PostprocessSyncProject (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromAssetPaths) (at C:/buildslave/unity/build/Editor/Mono/SyncProject.cs:165)
UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets) (at C:/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:159)
UnityEditor.AssetDatabase:SaveAssets()
GitHub.Unity.ExtensionLoader:Initialize() (at Assets/Plugins/GitHub/Editor/ExtensionLoader.cs:57)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions() (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:303)
Pots, pans, ovens, fridges, toasters, sinks, etc.
Generic script that'll spawn some intractable prefab and respawn once it has been interacted with.
Known bug that will be coming in when the pause menu PR goes in.
Probably should be something in the GameManager, which will do the PlayerController flag for us as well.
Seems like it is very slowly decreasing, and sometimes even getting stuck in the state of decreasing after stopping movement.
When moving between safe & restricted zones, the directions of movement for each key become rotated to match the camera orientation.
This leads to janky behavior if the player is holding down any movement keys.
Easy fix would be to ignore player input for a second and automatically move the character forward into the new zone.
I'll also add dynamic film grain & a black-and-white effect to match up with awakeness meter
Need to show player that there's more to explore & unlock later on.
Make a restricted area in the back of the kitchen with black fog and a staircase going down. Just a tease of what's to come...
Use Avery's old cash register and make a little shop counter with a blank NPC; potentially a store for later in the game.
Also add rows of chairs and a table as a "bingo" setup.
Include a mailman NPC standing by a mailbox/mail counter.
Should add some logic to make sure it does not delete every single object the player throws, and make sure this does not explode if we ever have multiple of these spawners in one level.
The camera moves back as if it's going to show the responder AI, but it doesn't zoom out to show the player anything.
For better performance when there are multiple enemies.
Maybe use Physics.OverlapSphere?
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