Pickups, Time, Shitty AI!
Really exciting update today. I was able to get a few new key features into the game at their most basic level, along with finally getting Unity's unit test suite up and running. I'm very used to writing tests for work, but JavaScript is way easier to test. First up, I got pickups working!
This is awesome because it's the first thing you're able to do in the game besides walk around. I know, right? Speaking of walking around, what's up with that other person scooting around in the background? Is that another player? Nay, that's your new neighbor!
This was surprisingly easy to implement with Unity's built-in pathfinding system. For now, it's a very simple algorithm that picks a random point on the walkable surface that's within a certain radius, then walks to that point. When it's done, it picks another point. The final algorithm will certainly have a lot more going on to help give the neighbor the ability to 'think' about what to do next, along with the option to actually do anything besides walk around. Cool stuff!
Last, but not least (maybe it is least, i dunno):
The UI for time of day, fullness and energy are in and wired up! This is faster than it will be in-game, hopefully obviously. The clock ticks once every real life 5 seconds and advances 10 in-game minutes. Each tick fullness and energy decrease by certain amounts. When you're completely empty of food, energy decreases much more quickly!
Up Next: Day/Night Cycle!
Neighbor Neighbor
A Relationship Building Neighbor Simulation
Status | Canceled |
Author | Luci Moon |
Genre | Simulation |
Tags | Cute, neighborhood, quirky, task |
More posts
- Holdable ItemsJun 18, 2018
- Animation Update!Jun 17, 2018
- Let there be day!.. and night!Jun 08, 2018
- Land, Mountains, MovementJun 01, 2018
- Inventory Added!May 30, 2018
- House is done enough!May 26, 2018
- House WorkMay 25, 2018
- Next Door!May 23, 2018
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