Models of Toxins
- We need to be able to place WMD events of any size like any other object in a map.
- State: Abstract Toxin and Rider class complete.
- Needs: More data on sarin gas dispersion (our first example), and to complete concrete classes.
- Problems Overcome: How to simulate toxin contamination on citizens as they move.
Models of Citizenry and Active Props
- Any populated area requires many, many citizens and the ability to control them as a group.
- State: Multiple Citizen types and meshes in game. Crowd objects complete.
- Needs: Still need to test toxin riders, and finish manipulable props.
- Problems Overcome: Importing the %)(&$ animations!
Interactions and Menus
- Our design calls for a fairly sophisticated menu and command system, as well as the ability to capture input from the keyboard, mouse, and other peripherals like tabltes.
- State: Menu and command system in alpha; graphic display is done, but not submenus. Keyboard and Mouse input is done and can be flexibly edited in the level editor!
- Needs: Need to write support for joystick/tablet, and to implement submenus without hacks. Also, multi-person selection.
- Problems Overcome: Figuring out how to write complex 2-d graphics to the screen procedurally. Writing a customizable HUD system that would make my mother proud.
Commands and AIBack
- The whole point of the game is crowd/panic/situation control, so the ability to issue commands and have the citizen AI follow them is crucial.
- State: Can issue two commands, the "Go" and "Stop" command. Citizen AI's can be swapped out dynamically.
- Needs: About five more commands, group behavior, and the ability to modify the effectiveness of commands by the citizen's panic level.
- Problems Overcome: Creating scripts for citizens to follow on the fly; it's tricky! Creating AI actors from non-actor objects.