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cc2's Issues

Animations

To make the game more immersive, there should be some amount of animations implemented.

NPC Generation

We need a Lua table/object that allows us to generate NPCs. This table should have the following capabilities:

  • a :generate() method that generates a completely random NPC. It should accept a weather pattern, so that the generated NPC is properly affected by the weather in the level.
  • the following fields:
    • Flirtiness
    • Gender (male/female)
    • Receptiveness

Level Generation

Levels need to keep track of the following things:

  • How much time remains to complete the level/the time of the day
  • The daily goal of contacts
  • The weather for the day (this should be randomly chosen for the current level)
  • How many contacts have been made during the day

To update the weather for the day, we should give it an :update(dt) method. Level generation doesn't rely on the map (for now).

NPC-Player interactions

Part of the core game play is contacting people on the streets. This is to get the whole system in place, which includes selecting options to finish a contact. This system should take into accounts the various traits an NPC has, and should increment the level's contact counter, once implemented.

Level Ending Conditions

We need to end the level under the following circumstances:

Losing:

  • Obediometer drops to zero (reset the game state entirely)

Finishing a level:

  • Get to your apartment at night (after 9:00) with your daily goal of contacts

Winning:

  • Finish all 7 levels

Generate NPCs Dynamically

Instead of generating them when the level is generated, let's also have NPCs generate throughout the day and added to a pool of NPCs available to that level.

Implement NPC pathing graph

To get NPC behavior working, we need to be able to map out where they can and cannot move. This graph will help us determine this.

Better Shadows

The shadows are properly showing what the player can/can't see, but it would be good if the rectangles can have some amount of fade within them to help make the edges not so sharp.

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