TDD
R:GDD:Gameplay:1A -
The user will have a 1st person view showing only their current item and
HUD(Heads Up Display). These stats will be essential to your survival as they
keep track of your health, ammo, and lead you to your next destination.
R:GDD:Gameplay:1B -
Player movement will be both for computer and for Xbox. For the Xbox controller, player movement will be with
the left thumb stick while the right thumb stick will be used for looking/turning. 'X' will be the action button for
picking up items, opening doors etc. Clicking the left thumbstick will be used for jogging/sprinting. 'Y' and 'B' will
be used for cycling through your weapons/items. Right trigger will be used for firing your selected weapon. Left trigger
will be used for aiming your weapon. Clicking the left will crouch your player. D-Pad will also be used to select items
and also navigation through menus.
R:GDD:Gameplay:2A -
Enemy AI will use dijkstra's algorithm for the Pathfinding algorithm, using the built
in navigation mesh that Unity provides. The location for the mesh is /Materials/Mesh/Level 1 etc.
R:GDD:Gameplay:2B -
Enemies' difficulties throughout the game will spawn accordingly to your player level/progress in the game. We will have
different difficulties associated with the AI pre-programmed. So when you first start the game and during the earlier stages,
the easier AI's will be the ones that spawn. As you make progress throughout the game, the more advanced and difficult
AI's that are pre-programmed will spawn making the game become progressively more difficult as you level and progress.
R:GDD:Character:1 -
Jack's will be a model created by whole group with Maya
R:GDD:Character:2 -
Enemies will be made by Allen Rufolo with Maya and Milkshpae
R:GDD:Character:3 -
Friendlies will be made by David Dempsey with Maya and Milkshpae