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decibelm

ka-flocking's Issues

startup-screen (army-spawning state)

Setup a game manager that initializes the game with correct variables

  • UI
  • Couple variables
  • Start in this screen
  • Make it possible to go to the game from this screen

Create Flocking behaviour

Spawn multiple units and achieve a flocking behaviour

  • separation: steer to avoid crowding local flockmates

  • alignment: steer towards the average heading of local flockmates

  • cohesion: steer to move towards the average position (center of mass) of local flockmates

refine & smooth flocking behaviour

  • Care more about your closest nearby objects
  • Decide on collider size for agents
  • Decide on values for weights
  • Make rotation be not stupid

Score Boards show dead units

  • Score boards show amount of dead units
  • (Investigate if numbers could be updated in a better way than in update method)

Score panel: Count all types

*Large numbers don't fit (more than 5 digits in a row and they collide)
*Count all types in their separate category
*Add missing units (s.a.) scout.

Make a procedural level creator.

  • Create basic level generation.

  • Implement sliders for changing settings.

  • Add different colors for different terrain height.

  • Add octaves.

  • Divide the map into chunks.

  • Add fog of war.

  • Implement resolution.

  • Add texture.

Implement economy system

Implement a functioning economy system where it is possible to gain money(?) and use money

  • Implement funds for both players

  • Prevent spawning when funds are too low (prompt or text TBD)

  • Add text that shows how much each spawning operation will cost

start-menu screen

Implement a menu system where one can choose basic settings and start the game

Implement flee behaviour

Add behavior for detecting other agents and behavior for fleeing.

  • Add collision such that the units have all information required

  • Have units act realistically

Update score boards

  • Fix the score panels to be the same size on all screens

  • Implement numbers to all existing soldier types for both teams

  • Add numbers for amount of dead soldiers (in parenthesis after number of alive)

Avoid walls

Have a unit walk around on its own and avoid walls

  • Add a way for agents to filter out obstacles/terrain (layers or tags?)
  • Add behavior depending on the outcome of this filter.
  • Have agents behave in a realistic way when they try to avoid the obstacles (don't go haywire)

More advanced end-screen

  • Who won
  • How many kills and deaths for each team
  • Clear DontDestroyOnLoad (so we don't get multiple iterations if the game is played again)

Add second flock

  • Add second flock
  • Make flocks able to detect and react to each other.

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