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.

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.