build 0.01.0
- Setup default 3D URP project with git.
- Brainstormed game ideas and chose one that I liked.
- Created simple gray box scene with ProBuilder.
- Implemented basic controllers for playable rovers and security camera.
- Added some manager classes.
- Performed first build test.
build 0.02.0
- Replaced rover tank tread placeholders with 2-bone IK legs.
- Implemented physics-based controller for rovers.
- Supports walking on uneven terrain and inclines.
- Needs more work to fix bugs and look more natural, but otherwise feels nice.
build 0.03.0
- Created a more interesting gray box level (doorways and rooms).
- Prototyped cloaking visual effect on meshes.
- Implemented signal networks with interactable switches.
- Includes power network support.
build 0.04.1
- Modeled simple legs and body for quadruped drone.
- Started major refactor of quadruped physics and IK.
- Attempted to more accurately simulate the quadruped, but this turned out to be a dead end due to the difficulty of making stable physics-based movement that is fun to control while also fully simulated.
- Most of the day was probably a waist :(
build 0.05.0
- Reworked quadruped physics and movement to be more stable and fun, at the cost of being less physically accurate.
- Improved procedural animations of quadruped to be more nuanced and realistic.
- Still need to cleanup code before replacing original Rover classes.
build 0.06.1
- More tweaks to quadruped movement and IK.
- Added playable "human" character.
- Set as the default entity.
- Controls other entities via a tablet device.
- Supports walking, sprinting, jumping, gravity, and click-to-interact.
- Implemented basic camera smoothing, which is particularly useful on stairs.
- Other entities now target the tablet render texture.
- Each entity can have a custom post-processing volume.
- Overall a productive day :)
build 0.07.1
- Tweaks to player and quadruped movement.
- Tablet lift/lower animation.
- Initial UI setup.
- Didn't have much time this evening, so didn't make much progress.
build 0.08.0
- Support dynamic syncing of playable entities to tablet device.
- Added emergency lights that turn on when the power is off.
build 0.09.0
- Added powered doors with interactable switches.
- Have a nice cancellable animation.
- Will detect any obstructions and refuse to close.
- Other minor changes.
- Didn't have much time this evening, but the doors feel nice.
- Replace point lights with much more efficient spot lights
- Find textures to replace gray box
- Add small spot light around player (tablet light?)
- Sample pixels of screen for immersion?
- Crouch toggle (same button as quadruped)
- Lower collider to hit quadrupeds when standing
- Add health UI (screen effect)
- Add death state (animation + game over screen)
- Enemy controller
- Navigate to player
- Roam ability
- Static screen effect (shader on render texture)
- Cloak warping effect for player visual?
- IK Arm
- Interact with objects
- Use time-based lerping for a nicer animation
- Fix IK leg issues
- Add auto flip correction when turned over
- Develop navigation system for quadruped and enemies using navmesh
- Only follow if visible
- Use bread crumbs to last visible position?
- Should use ray casts for physics validity
- Automatic State System for Quadruped
- In Route Mode
- Can't find target
- Reached target
- Level name fade text
- Interactable hover text + basic info (powered/open/synced)
- Icons
- Entity icons
- Power On/Off icon
- Switch open/closed unpowered icon
- Entity selection (inventory bar style)
- Customized HUD for each entity type
- Broken glass overlay for integrity (3 stages?)
- UI Input Icons from pack
- Name
- Night vision
- Techno Info
- Speed
- Tilt / Roll / Yaw
- Integrity
- Auto mode
- Navigating...
- Reached target
- Searching for target
- Need human assistance
- Kill screen
- Collision warning (player or wall)
- Is interacting
- Name
- Night vision
- Angle
- Zoom level
- Kill screen
- Audio Manager (singleton with pooled audio sources)
- Play at position
- Attach sounds to transforms
- Quadruped pitch movement sound by speed?
- Find assets on freesound
- Lights on/off
- Rover move
- Rover step
- Player step
- Door open / close
- Fuse box interact
- Switch open/close
- Ambient
- Rumble/boom for incident start
- Tablet startup
- Tablet UI buttons
- Menu buttons
- Start screen
- Level selection
- Credits / About
- Quit
- Pause menu
- Restart level
- Return to main menu
- Quit Game
- Resume
- View Controls
- Game Over Menu
- Restart level
- Return to main menu
- Next Level Menu
- Next level
- Return to main menu
- Add tablet syncing animation / delay
- Add startup loading screen
- Fix animation parent movement stutter
- Bonk to interact
- Add vertical sliding door that only quadruped can crawl under
- Add multiple check colliders, one for each side of door.
- Damage/push entities when shutting on them?
- Add player camera shake
- Light fades on and off
- Dust particles
- Raise/lower with switch 2. [ ] Work with physics objects on top. Make super slow?
- Turn on/off with switch
- Attract enemies
- Loud sound
- Warning lights
- Google Fonts
A disaster has struck a containment facility housing all sort of dangerous anomalies. You are part of a group of survivors who are trying to escape. You have access to a rover drone that you use to scout ahead to clear sections of the facility so the survivors can pass through.
- Swap between different drones/cameras.
- Carefully navigate the corridors to avoid/corral enemies.
- Find a valid path to the end for your survivors to follow.
- Two game modes:
- Drone explore & clear.
- Watch survivors try to follow your path out.
- Number of survivors can act as your "health".
- Drones can be killed by enemies?
- Flagging hazards for survivors?
- Notice irregularities to find where anomalies are.
- Rover Drone
- Quadcopter
- Security Camera (power required)
- Map View
- Doors
- Alarms (lure)
- Lights
- Lifts (requires two drones?)