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stream-game's Introduction

Stream-Game

Ubisoft 2013 Academia Contest - Stream Prototype

stream-game's People

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stream-game's Issues

Weapon normals and pivot points

Rifle needs some normals softened and the pivot point needs to be located at the handle.
Make sure it's oriented down the z axis properly.

Prefabs and naming

We have an incomplete prefab called instance.
The goal is to get two prefabs, once called instance which has all the AI and one called player which has the camera control.

Context-dependent actions

Implement context-dependent actions.

  1. Floating buttons icons should show up, when the camera is pointing in the direction of something interactive, and/or when the character is close enough to certain interactive objects.
  2. Scripted actions should be played out when the indicated button is pressed.

Neck twisting bug

image
At certain angles, the model's head doesn't face the right direction.

Doorways are too short for sal.

Sal gets stuck trying to get into the houses in the outdoor environment, while running. The doors need to be enlarged (exageratingly so).

Keep in mind that we might have clones with us.

Project file structure.

The Mecanim folder is an old name, we should get rid of it and put everything into a Stream folder.

The Scenes should all go into their own folder.

AI behaviour

Our AI only follows.
We need engage behavious, goto behaviour and Idle behaviour.

Camera drag

The camera drags after it collides with environment

Movement jitter

The player character jitters when his rotation crosses the x-axis

Cloning position

If a clone is spawned next to an area that has a different elevation, such as a ledge, it will spawn in midair, because its y position is based on the position of the checkpoint, which in turn is based on the position of the player when the checkpoint was created.

Aiming & Shooting

Aiming and shooting has to be implemented.

Aiming: The character should start to aim his weapon when the Fire button is pressed. The aim should be keep for a short time, afterwhich the character lowers his weapon.

Shooting: Implement shooting, possibly by:
1: Use raycasting from the center of the screen along the z-axis, to find the position where the projectile will hit.
2: Animate the projectile with lerp from the mouth of the weapon to the hitpoint.

Scripting

We need to be able to script events such as quicktimes and room specific events (e.g. camera changes behviour)

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