This is a repo for the unity project for the GMTK Game Jam 2023
gmtk-game-jam-23's Introduction
gmtk-game-jam-23's People
gmtk-game-jam-23's Issues
Add back button
Back button should move us from the simulation phase to the planning phase.
When a tile is selected, a tooltip should appear corresponding to the hovered over tile
The tooltip should display the tiles current light level, if it is walkable, and if it is a wall. It would also be nice if it displayed the name of the guard/entity type on it and it's orientation as text, but this is optional. (Image tooltip would be a stretch goal, but also even less essential).
Create infrastructure to run multiple simulations in sequence
Add go button and back button animation cycle
Add audio manager
Audio manager switches tracks during the game, playing different tracks depending on scene.
Load path/wall images onto tiles from level.json
Should have a representation of the map in the level.json that can be loaded into the grid
Create a reusable hover component
It should be a component which can be spawned on mouse hover of any arbitrary game object of our choosing. It should display provided text.
Add go Button to bottom right of planning phase.
Go button should move us from planning to simulation phase.
Add vision cones to guards
Unit Cap
Add cap to unit placements
Add ability to rotate the guards
It is acceptable if we can start by doing this just with keyboard keys. In the long run this should be with arrow buttons.
Create distinct planning vs simulation phase that can be toggled in some manner
Simulation should disable all clicking activity. Simulation paths should be charted. Initially, i'd be happy if we could just have a button press which toggled the two states before working about having buttons which handle this well.
Game manager probably needs distinct states, or we need it to toggle between scenes: both are options.
Intruder vision collision
Create the guard data concept
A guard should have a direction, a type, a rotation count, a blind count, and which squares it would be watching in the direction it is facing. Also it should have a stunned status, and current suspicion level.
Add in animations for the intruder
Walking animation, arriving at destination animation? Make it animate walking in the correct directions along it's path.
Fix multiple Audio/Event layers when transitioning from the start screen to the planning screen.
Add victory trophy sprite and animations
Add in victory trophy and animations associated with it.
Desing a level
We just need ONE
Create Wall Component
Create the basic grid which entities will exist on
Update background images & main menu buttons
get rid of boring buttons and add Liam's amazing buttons & background art
Add delete guard button
When clicked on a guard, there should be an X you can click to delete the currently selected guard.
Add ability to move a guard from a location on the board.
User should be able to click on a guard, then click on a tile which could warp it to the new location.
Create start screen UI elements
This will have a page with our credits, a start game button, etc.
Create more prefabs from assets
Distinguish Light vs sight guard
Make the light type guards (spotshroom, glowshroom) have a different highlight color from standard spotting. Guards who are light type do not spot the areas they light.
Alert Victory/Defeat to user based on correct conditions
The sprite should be him crying and should appear in the bottom left after all simulations are passed.
Create programmable intruder entity
Create intruder entity that can be programmed with a set of text instructions. Levels can be encoded with a JSON object:
{
"routes": [
"NNNEENEES",
"EESEENNWNN"
]
}
Change lighting of squares based on the tile light level
We need a filter to go on every tile based on the light level effecting the tile. Light 0: Dark tile. Light 1: Dimmly lit. Light 2: Fully lit.
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