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Player Interaction and Movement Visuals
This wiki will outline the design decisions involved with the implementation of the new sprite, the visualisation of the player movement and interactions.
- 1. Redesigning the player model
- 2. Visualisation of player movement
- 3. Visualisation of player item holding
- Redesign the current sprite
- Choosing what size to render the sprite as
Image of the new sprite
Talk about what height we chose the sprite to be
- we wanted the height to be just above the benches
- (include an image of the sprite next to benches)
- reasoning?
- Redraw the sprite in all adjacent motion (in the sense of a 3x3 area)
- The sprite renders moving up, down, left, right, and diagonally
What the uploaded image of movement looks like
The new sprite model will use an atlas style function to run through the image and identify each 32x32 sprite within the image.
- Drawing the sprite holding each item in a certain manner
- The decisions made to draw the sprite holding it in this manner
Show image of sprite holding it in front
Show image of sprite holding it on top of head
Inventory System
Scoring System
Food Recipes
Level System
Player Actions
Ordering System
Stations
Items
Map Design
Customers
Pause Menu
Upgrades
End of Day Display
Day Night Cycle
Moral System
Debug Terminal
Game Interactions Tutorial
Backstory Cutscenes
Entities and Components
Input Handling
Game Screens and Areas
Fire Extinguisher Handler Component
MainGameActions Create Docket Triggers
Main Game Order Button Display
BackstoryCutsceneDisplay Test Plan
Test Plan for MainGameOrderTicketDisplay
Test Plan for MainGameOrderBtnDisplay
Test Plan for DocketLineDisplay
Test plan for RandomComboService
Test plan for SpeedBoostUpgrade
Test plan for DancePartyUpgrade