Final Timebox Presentation
General Scripting
Player/Character Controller
Character Testing
Scrum Master
Jacob Grealey
Environment
Procedural Content
Zach Knickerbocker
User Interface
Crafting & Item Backend
Nate Niederkorn
Dinosaur AI
General Scripting
Sean Peck
Character Interaction
Weapon Animation
Sounds
How It Works
You're the victim of a tragic plane crash.
You must manage your health, hunger, etc.
Fend off the dinosaurs inhabiting the island.
Collect the necessary resources to escape.
Controller Bindings
Interface Controller Support
An Xbox Controller can now be used to control actions in the inventory and crafting menu.
Interface Controller Support
The crafting menu can also be controlled with a 360 controller.
The button hints are only visible when a controller is active.
New Weapon: Torch
Lights up the area around the player.
Short-ranged Weapon.
New Weapon: Bow & Arrow
Allows the player to attack dinosaurs from a safe distance.
Weak weapon.
Arrows disappear on contact.
Weapon Updates
Weapons break after their durability reaches 0.
Can no longer attack as fast as you can click, must wait for animation to finish to register another hit.
Weapons ranges:
- Low: Unarmed, Ax, Torch
- Med: Spear
- Long: Bow
Health
Physical Health affects movement speed.
Hunger can lessen effectiveness of player's attacks.
Mental Health shakes the screen, makes player hear voices.
Thirst causes player to move slower, attack weaker, and makes the screen shake.
Score
Game keeps track of:
- Days Survived
- Damage Done
- Damage Taken
Can view days survived while on the island.
Other stats not visible until the player wins or gets a game over.
Campfire Changes
Can only use a campfire once.
Campfires are put out after use.
Smaller, More Dense Island
Additional Collectable Items
Vastly Improved Object Spawning And Level Of Detail System
Larger Sun and Moon
Smooth Transition of Shadows
Drops
Dinosaurs now drop items when killed.
Player can use items recovered to either
heal themselves or use them in crafting.
Sounds Added
Separate sounds per weapon.
Weapon breaking sounds.
Inventory and crafting GUI sounds.
AI Updates
Flocking implemented based on boids
Prey detection and attacking improvements
Progress on new dinosaurs
Pack AI
Group of dinosaurs represented by 1 object.
Dinosaurs spawn as player approaches.
Despawn dinosaurs when player leaves.
Manage dinosaur's attributes.
The Difference
Flocking
Traditional flocking algorithm
Flock members share common waypoint
All members chase same prey
Pack AI
Assists in optimization
Multiple dinosaurs represented by one object
Object moves around map based on needs
New Website
Screenshots, feature descriptions, and other game information.
Playable demo.
Final State Diagram
Final Plans
- Weapon Balance
- Dinosaur Balance
- Replenishing Thirst
- More Dinosaur Varieties
- More Environmental Sounds
- Opening Cinematic