Ubisoft 2013 Academia Contest - Stream Prototype
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Ubisoft 2013 Academia Contest - Stream Prototype
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.
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.
Implement context-dependent actions.
We have instances with AI, now we need to have them spawn with that behaviour.
In case gameobject doesn't have a health component.
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.
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.
Implement friendly AI for the instances.
State machine seems like the best option.
Do not use tree for this, only be able to set states.
Our AI only follows.
We need engage behavious, goto behaviour and Idle behaviour.
The navmesh instances don't animate.
Implement enemy AI.
The camera drags after it collides with environment
The player character jitters when his rotation crosses the x-axis
We have one file with an instance following you and one file with a crossair and neck turning.
Sometimes when switching weapons, the rifle will fall through the floor,
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 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.
We need to be able to script events such as quicktimes and room specific events (e.g. camera changes behviour)
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