Feb 19 - Week 6 Progress Report
- Eric Pan
- Feb 21, 2021
- 2 min read
Updated: Feb 22, 2021
Preamble.
After the meeting on Feb 19, the project milestone schedule are slightly modified to the following.

Week 6 Project Update.
The goals of this week were all achieved and delivered by the assigned deadline.
Island Map Layout.
Figure 1 are screenshot of the island on which the game will take place in. As shown in the images, the island is divided into sections (different ecosystems) by different colors.

Light Green: Forest area that is lower in altitude is located on the south side of the island.
Lime Green: High land/mountain forest area which is higher in altitude is located towards the north direction of the mountain.
Dark Green: Swamp area is located on the west side of the island with its altitude falling in between the forest section and the High land/mountain section
Grey: The grey area at the north-east of the island is the location of the ruins.
Orange-ish-Yellow: Are shorelines of the island that is similar height with the sea level.
Models

Currently, there are two different tree models (Figure 2) used to distinguish the forest ecosystem and the highland/mountain forest ecosystem. Additionally, a few other models (rock, grass, stump, etc.) shown in Figure 3. are also incorporated into the scene.

Mechanics
Survival System (Hunger, Hydration, Health)
A prototype script "PlayerStatus" (Figure 4.) is created to monitor, control, and reflect the player character's status. This includes player hunger, hydration, and health, as well as the rate of diminishing as time progress. I.e. Too low of hunger/hydration level will cause the player to slowly lose health.

Two additional scripts called "StyledFood" and "StyledWater" (Figure 5 & 6) are created for the hunger system.


Hunger
Currently, the effects of different "food objects" (Figure 7) are achieved by colliding with the water, food, and poisonous food object. (The hand model is 100% a place holder).

If the player character consumes a food object (Red cube), his hunger and health status will go up.
If the player character consumes a water object (blue cube), his water level will go up.
If the player character consumes poisonous food, his hunger will go up but his health will drop.
Day-Night cycle
A day-night cycle script "DayCounter" is also created to control the time flow (day-night) of the game.

UI
Five visual elements are created to represent the # of Days survived, Hunger level, Hydration Level, Player Health, and Inventory.
The UI displaying the player's status is located on the top right of the screen. Figure 9 showcases how the icons will display the information. While the number of days survived is displayed using text, the level of hunger, hydration, and player health is represented by how much the icons are filled.

Crafting System General Concept
Players can gather resources (sticks, herbs, rocks, and leaves etc.) from different ecosystems (i.e. can find herbs in the swamp area) to craft tools and essentials (axe, spear, medicines, and campfire etc.)that will help them survive. The players can open the crafting UI (WIP) through a keypress to achieve the crafting process.


Reference
Tree, grass, rock, branch, stump, and bush models are assets from Low-Poly nature assets.
- Acquired from Low-Poly Simple Nature Pack at
https://assetstore.unity.com/packages/3d/environments/landscape
s/low-poly-simple-nature-pack-162153
Player Hand Model
- Acquired from The First Person Shooter Hands at https://blendswap.com/blend/5152
Day-Night Cycle code snippet
- Day-Night Cycle script was acquired and modified from https://answers.unity.com/questions/1675917/count-days-using-in-game-time-cycle-count-light-ro.html
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