This week I was responsible for searching assets of wild animals for implementing the enemies and start integrating the artificial intelligent based enemies developed with the wild animals in the context of our game.
Inventory, water interaction and chopping trees
Currently, I’m fixing several bugs on the inventory and water interaction. I’m also developing the mechanics of chopping trees and consequently saving the wood in the inventory to later produce shelter and firewood, offering elements that increase the players chance of survival.
Development of puzzles, mini-map and animations
This week I started developing the puzzles component of the game, implemented a mini-map to help orientate the player and help them successfully navigate the environment to points of interest and objectives. Moreover, I also corrected some bugs in the animations of the character.
Playtest Plan and MOJO Materials
This week I was responsible for finishing the report on the Playtest Plan, namely the methods for analyzing the quantitative and qualitative data. Additionally, I started preparing the materials for the MOJO.
Inventory Integration
Currently, I’m integrating the inventory with our prototype and improving the graphical interface of the inventory. In the next week, I will start working on the fighting scenarios.
Game Development
This week I was responsible for the improvement of the survival mechanisms and the integration of the corresponding animations in order to perfect these for MOJO. Next, I will implement the graphical part of the enemies and will start implementing the puzzle resolution scenario.
Playtesting Plan
This week I was responsible for defining the playtesting plan and specifying the questions we want to address and the corresponding methods for collecting data in order to address these questions.
Continuation of Autonomous Enemies
This week I continued the development of the autonomous agents’ architecture behind the enemies, namely the learning component in order for the agents to follow a specific path to find the player.
Autonomous Enemies
Currently, I’m developing the autonomous agent behind the enemies. The agents patrol the labyrinth searching for the player. To do this, the agents choose a point in the labyrinth and calculate and follow the shortest path they need to take from their current location to the one picked. When they get to their objective, a new location is assigned randomly (between a set of options). Then, they recalculate a new path and follow it. By doing this, we assure the agents patrol the entire labyrinth without following a specific path or pattern.
If the agents find the player while roaming the labyrinth, they follow the player instead, until the player breaks the line of sight by hiding behind walls.
Inventory Implementation
This week I was responsible for developing the inventory. The inventory is essential in a survival game in order for the player to store food, tools or weapons that increase his chances of survival. Additionally, the inventory has a fixed size. Therefore, the player will have to manage his inventory and prioritize the items that maximize his chances of surviving the different challenges.