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plumbing's Issues

Random Water Action

The water will randomly do a random action (good or bad) when it's not influenced.

Water Influences (OLD)

Actions that players can perform to influence water to perform an action.

List of influences (from most important to least important):

  • Vibration
  • Temperature
  • Materials
  • Physical Methods (technically not an influence as it is involuntary but it is considered an influence)
  • Lighting
  • Air Quality

Daytime music

The current background music doesn't fit with the atmosphere during daytime. We must create a daytime music.

Water Movement

You can influence the water to move.

You have influencing ability which is like currency for moving water. You can gain influencing ability by colliding into obstacles but you will still lose water. You lose influencing ability over time and you lose it quicker while you are influencing the water depending on the influence.

Sometimes the water might ignore your influence but will still use influencing ability

There are three types of influences (from least expensive to most expensive)

  • Making water jump
  • Change water movement speed (however the camera speed does not change)
  • Making water fly

Biome colliders

We need to add colliders and have them at the correct shape. The colliders shall take the shape of the ground. See this commit (the ones done by oxygencraft) for examples.

  • Desert

  • Tundra

  • Taiga

  • Forest

  • Grasslands

  • Desert-Tundra Connector

  • Desert-Taiga Connector

  • Desert-Forest Connector

  • Desert-Grasslands Connector

  • Tundra-Desert Connector

  • Tundra-Taiga Connector

  • Tundra-Forest Connector

  • Tundra-Grasslands Connector

  • Taiga-Desert Connector

  • Taiga-Tundra Connector

  • Taiga-Forest Connector

  • Taiga-Grasslands Connector

  • Forest-Desert Connector

  • Forest-Tundra Connector

  • Forest-Taiga Connector

  • Forest-Grasslands Connector

  • Grasslands-Desert Connector

  • Grasslands-Tundra Connector

  • Grasslands-Taiga Connector

  • Grasslands-Forest Connector

Procedural Generation

The environment is procedurally generated.

There is an object that is called the environment generator that is out of the view of the camera that generates chunks ahead of time before the camera can see them.

A chunk is a small piece of the environment that can be any width that is an increment of 100 and its height is 1080px and is seamless between its previous chunk and its next chunk.

The environment generator picks random chunk types (chunk groups) and generates the chunks from that chunk group when the current chunk group is finished.

To assist in smooth transition between chunk types, there are chunk connectors between every single other chunk type (including itself) so that transition between the chunk types are not instant and can be smoothed out.

Obstacles

Obstacles are objects that destroy water and give you influencing ability

Obstacle types:
Rock formation
Bush
Projectiles (from bush)

Obstacle generation

Obstacles need to be generated procedurally in chunks

We need to raycast straight down at a certain location and spawn an obstacle on where it collides

Biomes

  • Desert

  • Tundra

  • Taiga

  • Forest

  • Grasslands

and maybe more?

  • Desert-Tundra Connector

  • Desert-Taiga Connector

  • Desert-Forest Connector

  • Desert-Grasslands Connector

  • Tundra-Desert Connector

  • Tundra-Taiga Connector

  • Tundra-Forest Connector

  • Tundra-Grasslands Connector

  • Taiga-Desert Connector

  • Taiga-Tundra Connector

  • Taiga-Forest Connector

  • Taiga-Grasslands Connector

  • Forest-Desert Connector

  • Forest-Tundra Connector

  • Forest-Taiga Connector

  • Forest-Grasslands Connector

  • Grasslands-Desert Connector

  • Grasslands-Tundra Connector

  • Grasslands-Taiga Connector

  • Grasslands-Forest Connector

Sound effects

  • Losing sound

  • Colliding with obstacle sound (unknown what it will be yet)

Fancy and Animated Splash Screen

If we have time, we can animate the splash screen. The splash screen could be water filling up letters PLUMBING. If we don't have time we can use the logo as the splash screen (if we don't have a logo then we will just remove the splash screen).

Random water drop events

If we don't get to do the lab, we will have to do random water drops.

Every 90 seconds there shall be a 2% chance of some water dropping. The amount of water is randomized between 5-17.

Changing water properties

The water can randomly change its properties after the player reaches the second lab.
Properties that can be changed:

  • Viscosity (no such thing as viscosity in Unity so we change the friction and gravity)
  • Color

Moving Camera and Losing System

The camera needs to move at a set speed. If you have no water or no water particles are visible by the camera, you will lose.

Lab

A lab is a reward point and a short break for the player.

When you reach a lab, you get a score increase and more water. You will see the inside of the lab taking a sample of the water and using their liquid duplicator machine to reward the player with more water.

When they are done they will output the water on the other side. The score increase is unknown yet and the water reward is randomized between 10-25 metaballs.

See #11 for graphics details

Score System

Every 0.05 seconds, you get 1 point. The high score is saved in player prefs.

GameManager.cs will have a coroutine that runs every 0.05 seconds and rewards the player with one point. When you lose, the coroutine stops and if you get a score higher than you high score, it is saved.

Materials (OLD)

Materials refers to organic materials

Organic materials can influence the water to perform an action. Some materials can vibrate the water. There is a small chance that a material is a powerup. If too many materials (except for the materials that vibrate water), the water will section all the materials to a certain part of the water and dumps it when it gets the chance.

Polish game

  • Find optimal speed for day/night cycle

  • Make flying and changing speed the same speed (changing speed will have speed changed)

  • Have W act as a space key but you cannot do other functions to complement the existing flying system

  • Animate water influencing ability meter

  • Fix #26

  • Score system (see #3)

Water Actions (OLD)

The actions water can take to move itself:

TODO: Brainstorm list of actions water can take

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