Dynamic components and code design - GameDev-TAY/Special-World GitHub Wiki

Section 1 - Objects:


  • What objects (GameObject) will be in your game? When will each of the objects be created/destroyed?

    • Objects that will exist throughout the game:

      1. The player (hero) - a human figure that will be created at the beginning of the game and destroyed at the end of the game.
      2. People - A human figure with identical attributes will be created from prefab. Will be created at the beginning of each city and will be destroyed after the player moves through the city.
      3. People with special needs - will be created from a new prefab whose basis will be the prefab of people. Will be created at the beginning of each city and will be destroyed after the player moves through the city.
      4. Backpack - Stores all the objects of the type of resources that the player collected during the game / city. By clicking on the icon he will see all the resources. Will be created at the beginning of the game and destroyed at the end of the game.
      5. Resources - The resource will help a player in different situations during the missions and will be found in different parts of the city.Will be created at the beginning of each city and will be destroyed after the player moves through the city.
      6. Map - will mark the amount of pieces from the map that the player has collected and will be an indication of the pace of his progress in the game. Will be created at the beginning of the game and destroyed at the end of the game.
      7. Minimap - Indicate the location of the player on the map of the city and with its help the player will be able to get around it and find new places. Will be created at the beginning of the game and destroyed at the end of the game.
      8. Buildings - The buildings located within each city will be created at the beginning of the relevant city and will be destroyed after the player leaves the city. There may be several different types of structures with the same properties that will be implemented in a similar prefab.
      9. Nature - Nature is within every city. And in addition, will constitute boundaries (s). They will be created at the beginning of the relevant city and will be destroyed after the city.
      10. City - A city will contain all the residents, buildings, nature and part that is missing on the map. Each city will be created in turn when the player reaches it and will be destroyed when the player completes the mission in it and moves to another city.
      11. Level Manager - will manage the transition between the cities of the player character. will be created at the beginning of the game and destroyed at the end of the game.
      12. Camera - Deliver to the player what he needs to see from the sceneץ will be created at the beginning of the game and destroyed at the end of the game.
    • Objects within the mission in a city characterized by blindness and visual impairment:

      1. Clock - Shows the remaining time the player has for the mission
      2. Switch - makes a sound and turns on the lamp light
      3. Lamp - illuminates the darkroom
      4. Box - stores glasses and has a lock
      5. Glasses - Allow the player to see the secret without blurring

Section 2 - Component:


  • What components will be in your game? Which one will you composite on each game object?

The Player - GameObject:
sprite renderer, Collider, Rigidbody, Animation, minimapicon, Tag.
mover - a script that will allow movement with the help of arrows.
Resource Connection: A script that will connect the player to a resource when the player chooses to use it (we may do this differently).
Collector - A script that will allow the collection of resources.

People - GameObject:
sprite renderer, Collider, Rigidbody, Animation, tag. mover - A script that will allow automatic movement.

People with special needs - GameObject:
sprite renderer, Collider, Rigidbody, Animation, tag. mover - A script that will allow automatic movement.

Backpack - UI Button:
sprite renderer, openAndCloseBag - A script whose function is to open and display all resources and close the backpack.
Components may be added to this object

eyeglasses - GameObject:
sprite renderer, Rigidbody, and A script that makes the player see the world well and not blur.

Map - UI image:
8 sprite renderer - After the player collects a piece of the map, the map image will be updated.

Minimap - Raw image:
Raw image –IN--> render texture –IN--> camera.

Structures - GameObject:
sprite renderer, Collider, tag.

Nature - GameObject:
sprite renderer, Collider, tag.

City - GameObject:
sprite renderer, Collider, Rigidbody, Tag.

A piece of the map - GameObject:
Collider, Tag. changeImage - A script that will change the map icon according to the number of pieces of the map that the player has collected so far. addButton - A script that will add a button that if the player clicks on it will move to the next city, the button will appear only after collecting the piece that city.

Level Manager - GameObject:
LevelManager - A script that will manage the transition between cities.

Camera - GameObject:
CameraMovement - A script that will be responsible for the camera tracking the player.

Clock - GameObject: sprite renderer, Time - A script that is responsible for displaying the time remaining if the time runs out the player is disqualified.

Switch - GameObject:
sprite renderer, Audio Source, Animation. OnOff: A script that is responsible for turning the lamp on and off.

Lamp - GameObject:
sprite renderer, Light, Switch.

Box - GameObject:
sprite renderer, Collider, Animation, and a script that will be responsible for opening a canvas that shows the lock-up close.

  • How do you design the components so that they are small and focused and reusable? We have designed the components so that each component will be responsible for a single attribute and not for several attributes in parallel which will allow the reuse of several objects. For example, the movement of ordinary people and also people with special needs.

Section 3 - Properties\Fields:


  • What will be the properties (fields) of each component? How do you set the numerical properties so that the game is balanced? Suggest numbers Initials make sense; Explain the calculation you made to reach these numbers. What characteristics can be changed by the designers (through the Inspector), and which will be defined as fixed in the code?

The player:
Everything can be changed by the Inspector. Walking speed - 4 km / h like the average person.
Running speed - 10 km / h like the average person.
Jump strength - Relative to the player's mass So suppose the man's mass is 50 kilos then he is given 50 Newtons up.
Additional parameters that can be changed both through the interface and through the Inspector: Key change (right, left, top, down, Run, jump and animation of dance).

people:
Automatic movement - speed 4 km / h like the average person. can be changed by the Inspector.

People with special needs:
Automatic displacement speed 3 km / h, less than average. Depending on the special need we will change. can be changed by the Inspector.

Sensing stick: Length - one meter and twenty centimeters according to an Internet search. can be changed by the Inspector. Color change through the Inspector

Glasses: The expiration time for resource efficiency is about half the time of the task. can be changed by the Inspector.

Watch : Time: We will start in 5 minutes and if it is necessary to increase or decrease, we will do so later. can be changed by the Inspector.

lamp: The amount of light after lighting. can be changed by the Inspector.

Map: It will be possible to resize the map through the Inspector

Section 4 -The behaviors:


  • What complex phenomena will be created in the world of the game, as a result of the simple rules of behavior of different objects?
    The glasses - allows the player to see more clearly the world where the world is blurred.

Section 5 - Information:


  • How much and exactly what information will the player have about the status of the game at any given moment?How will the player get information about the game status?

    • Using the map from top left he will know how many pieces of map he had collected.
    • With the help of the map from the top right (minimap) he will know where he was in the world.
    • With the help of the clock in the missions, the player will know how much time he had left in the mission.
    • Using the backpack on the bottom right he will know how many resources he had collected.
  • What will be the player's perspective on the world?Why did you choose this point of view?

    The player will have two options to choose from:

    1. The player will see himself as a third person (as in the familiar game (GTA))
    2. The player will see the world through the eyes of the player's character.
      It is important to note that the player will in any case also see his position in the world from an aerial point of view, using the minimap.

Section 6 - Control:


  • What will be the player's method of controlling the state of the game: will his control be direct or indirect? Is it in real-time or according to theories? Using the keyboard/mouse/other methods?
    Direct real-time control with keyboard and mouse.

Section 7 - Choices & Strategies:


  • What will be the choices your players will have to make during the game?What different strategies can they use to win the game?
    • Will he spend time trying to get through tasks quickly or gathering resources to help him get through the tasks most easily.
    • At what stage will the player use the resources he found during the mission. Because the use of some resources is timed.

Section 8 - Economy:


  • Is there an economic system that can fit your game - internal (in-game) trading (or external) out-of-game trading?
    We have no internal or external economy. The resources that the player finds cannot be traded and we do not have a business model, the game is non- profit.
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