Stickatar definition: A heroic figure of both stick and avatar.
This project is currently not "playable" in any sense of the word. It is a technical demo, until further notice (probably forever).
20201004- One gameboard wasn't enough, four gameboards to rule them all...
20200903- I threw a fairly pointless user control hint up, mostly to familiarize with Unity UI Panels and TextMeshPro.
This started as a by-request interview test. Afterward I decided to make a best effort to turn it into something more portfolio-suitable. It now serves as an opportunity for me to improve my first-hand experience with Unity.
(you are welcome to infer the outcome of the interview)
The original defined criteria was to play with the basic concepts of path finding through a simple 2D landscape, without using Unity's built in NavMesh
.
The rationale for why we aren't using NavMesh
is for the sake of "academia." Also, see long term goals for potentially other reasons.
To accomplish this within a budgeted timeframe, I decided to implement a rather un-Unity-like approach, which plotted two GameObjects and pushed one toward the other along a list of waypoints obtained from the A* algo. Since then, I have been applying more appropriate mouse and keyboard-driven controls to improve the UX factor of this tech demo.
- Improve tooling and visualization, so that broken paths can be understood and remedied
- Implement pathfinding at scales formerly unknown to Unity (tens of thousands of tiles)
- multi-level pathfinding along isometric slopes
- Figure out some kind of goal / purpose
- Add some achievements feedback, let the player feel awesome for a moment
- try to avoid "scores" (boring!)
- Real stickman models.
- amazing advanced animations, sound fx, and a live orchestra soundtrack composed by Skaven (Peter Hajba)
(last one might be a bit of a stretch goal)