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idoll's Introduction

Hi, Iโ€™m Ray Hsiao, and I graduated from UCLA with a B.S. in computer science in June 2024! I'm particularly interested in game design, production, and programming. My work can be found in my portfolio.

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idoll's Issues

Companion System

  • Companion sprite follows you
  • Ability to talk to companion
  • "Friendship" meter

Enemy Chasing AI

For now, just use a circle gameObject as the enemy. Should have a configurable movementSpeed (& AI option?)

Enemy must be confined to the tilemap. Moves similarly to the player (check tiles in the cardinal directions for colliders to see if it can move there). Feel free to save/test many iterations of this

  1. Always go towards the player?
  2. Go around obstacles to some extent?
  3. Plan a path to the player?
  4. Update the path whenever the player moves? (might be too intensive?)

Should have a max range for player detection (and a max range for pathfinding/shortest path searches)

Eyeball setup

Create 2 eyeballs

  • Default
  • Other one that shows shows/hides gameObjects/tiles that have a specific script or tag attached

GameManager setup

  • Switch between game states
    • Normal playing
    • Chase scene
    • Dialogue
    • Cutscene

4-direction player movement

  • Transformation-based, not physics-based
  • Collisions
  • Ability to disable movement
  • Use a circle sprite as a placeholder for the player

Player Sprite Animations

  • Add a GameObject to keep track of the tile in front of the player (PlayerFacing?). This will be important for flicking switches, or reading books off of bookshelves, etc.
  • Add support for animations (see provided sprite sheet). First column = idle sprite, columns 1-4 = walk cycle.
    • Only the player walks in 8 directions. Try to make the script work for any actor/npc/enemy (4-directional)

Inventory

  • Pick up items (check in front of and below player). This relies on the PlayerFacing GameObject, described above
    • First, make sure this works with gameObject items. Eventually, we're hoping to use tilemap items
  • Store items in suitable data structure
    • For testing purposes, this can be displayed in the Unity inspector (since we don't have a UI set up as of yet)
    • Sorting method is up to you (most recent at top? Hard coded? Alphabetical?)
      • It might be nice to store a count for some collectibles / group them together. Maybe if you have more than 1 of the same item, show a quantity as well.
  • Use items
    • Does the item get removed from the inventory after use?

Player Interaction

  • Use Item (called by selecting the item in the inventory)
  • Look (pressing 'z' at a tile of interest)
  • Pick up (pressing 'z' when standing in front/on an item)
  • Talk (pressing 'z' in front of an NPC)?

Camera movement

  • Follow character
  • Cutscene mode - smoothly go to arbitrary x/y coordinates
  • Screen Shake

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