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View Code? Open in Web Editor NEWA Haunted House game project in Ruby.
License: GNU General Public License v2.0
A Haunted House game project in Ruby.
License: GNU General Public License v2.0
Implement walls and a grid system for the game world. For now, focus on making it visible with simple lines rendered in the Draw step of the level, after the background and before the Animation subsystem, at a huge z-depth. Make a system which allows for wall creation and destruction, and generates a map of passable areas that can be fed into the future AI system.
Goals:
NOTE: This may be subject to dramatic changes! The dual concept of walls/grid cells and rooms/doors is very important to lighting, AI, and input, and it should be done right and efficiently!
Implement a Renderer subsystem which sits between the world-level coordinate system and the Gosu screen-level coordinate system. This will consume AnimBlocks produced by the Animation system, as well as managing draws of future lighting and UI stuff, and perform all rendering to the screen. It will also provide translation between screen and world coordinates, for purposes of user input, and zoom and pan operations on the game level. Future modifications will allow the UI system to capture inputs such as keystrokes and mouse events, or pass those on to the level for resolution of character selection, prop placement, wall creation, etc.
Goals:
Implement the base classes and animation system, and get a simple prototype running.
Goals:
Mesh
.AnimSet
consisting of "Idle_RightForward"
and "Walking_RightForward"
animations, with a couple of frames each.AnimatedObject
which uses the Mesh
and AnimSet
."Idle_RightForward"
and "Walking_RightForward"
.GameWindow
, and start rendering.Implement an AI goal/pathfinding system which consumes the grid system's room output, a character's current location, and a goal, and produces a path to move the character to the goal. Should produce incomplete path after a certain point, or if the goal is not found. Implement path-following logic which runs on the character's Update step.
Goals:
NOTE: May experiment with crowds-based AI pathfinding with hinting and contextual analysis of environment as opposed to simple A* pathfinding, since haunted house movement is crowd-and-environment oriented, involving a group of people looking around for either an exit or arrows on the walls, and starting with the leader, coming to a loose consensus on where to go next. However, this won't come until later, and for now, A* to the goal will get a prototype out the door.
Implement the basis for a Level class, and build game logic into level implementations instead of the game window itself. Goal is for modularity of game environment, so we can create and destroy levels and test out stuff. Might also serve as a home for the resource loader, so we can throw away assets we don't need when levels are unloaded (and avoid a singleton loader!)
Goals:
NOTE: We're not focusing on serialization of level files just yet; that will come in Milestone #2. This class represents the in-game model of a level. For now, it will also contain game state.
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