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kenneyjam2020-cursed's Issues

Entering House

Player should be able to interact with a house and enter it.
Since the models are a bit wonky, simply interacting with the 'tile' that contains the house will be sufficient

  • Due to possible time constraints, houses should be simple
  • House will be locked if no owning NPC's are in the house

Implement cutscene system

  • Implement system where the ai has set points they move to
  • the cutscene should have the ability to 'begin' before the player is locked in the cutscene. Example: NPC's gathered around at a location
  • Cutscene should only trigger if the required NPC's are alive
  • AI should be able to have custom dialogue

Final touchup

  • Level transition effects
  • Walking particle effects
  • sad particle effects
  • happy particle effects

Game loop

If player dead, play cutscene based on remaining NPC's relationship with the player
If all NPC's dead, play cutscene - dark themed

Both should show the end game screen to try again or exit

Implement NPC interaction

  • Implement NPC interaction that can both show emotion and text (at the same time? or something like cubeworld)
  • NPC text should follow this structure: Idle talk (NPC relationship with player) - Situational talk (Status of village)

GUI

  • Show player cursed status
  • Show village status (survivors left)

Title screen

Should have a Play, Quit, and Credits button

If possible,

  • Options menu

Implement AI system

Every AI should have basic functionality (NPCBase class)

  • Wandering

  • Going to a pre-set location(s) (a variable that can be modified for different NPC's)

  • Walking to another NPC and interacting with them, if possible

  • Ability to enter a 'cutscene' state for special scenes

  • Ability to create 'emotion' through images above their head

  • Ability to walk and run based on current action

  • Name

  • Text based on status of another NPC - perhaps if deceased

  • Random idle text based on relation with player (Happy, neutral, sad)

  • Ability to change pre-set location based on village status (# of villagers left)

  • Ability to trigger cutscenes for the player based on relationship - must be able to be queued so multiple events dont happen in one day

Implement day/night system

The player should interact with others throughout the day and sleep at night if they choose

  • night time should also be an opportunity to sacrifice an NPC to keep the player alive

Implement movement

Movement should be arcade-like
Inspiration from Psychonauts video game

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