Diversifiers: Mouthing Off Full Steam Ahead
- Vi Prime @vprime Art / Programming
- Tyler Shauger @Tyler-Shauger Programming / UI / Level Design
- Will Kostecki @WillKostecki Art / Programming
- Isaac Pahona @CheftoTheLeft artificial intelligence / Art / Programming
- Valarie Adams @deviantdear Sounds
- Tutu Moral Support
- Unreal Engine 5
- Steamboat Willie by tramdrey https://sketchfab.com/3d-models/steamboat-willie-58c5716c49c947f2a5aa152cec39cec0
- Unreal Engine Starter Content
- Epic Games Entertainment Pack 1 (Download Source: Unreal Engine Marketplace)
- Epic Games Storages Pack 1 (Download Source: Unreal Engine Marketplace)
- Next Level 3D Free Furniture Pack (Download Source: Unreal Engine Marketplace)
A third person action game of Cat and Mouse with physics in Unreal Engine.
The game will be funny though the use of physics
Overdone physics Third person Chase a mouse Claws out will grab some objects Claws can get stuck in things Human/Cat animations Ragdoll when knocked down "Self righting" Target platform: WebGL
- Cat
- Mouse
- Steamboat willie
- Or computer mouse
- Flys
- Birds
- Chuaua
- Another cat
Bookstore setting
- Object loading
- User pause
- Opening animation
- Menu screen
- Start Game
- Settings
- Exit
- Settings
- UI Interface for changing any settings we make available.
- Sound controls
- Start Game
- Setup game
- Game Entrypoint animation
- Game start
- Game loop
- Game end
- Failure mode animation
- Win mode animation
- Game cleanup
- Failure Menu screen
- Win mode Menu screen
- Chase mouse
- Traps
- Mice spawn
- Tackle mouse
- Time limit?
- Mouse overrun limit?
- Protected object
Respawn button Maybe a way to quit
Sticky objects Oily / Gross Liquids Springs or force
Stink physics
- Vi: Player input
- Vi: Player model (Cat)
- Vi: Animation controller
- Isaac: NPC controller (Mice, Dogs, Birds, People)
- Isaac: NPC spawner
- Trap controller
- Vi: Hazards (Mousetraps, Exploding barrels, Water, Catbox, Sleeping dogs, Glue traps, Sticks to you)
- Will: Primary game mode (Capture rodents)
- Vi: Grab and Hold Rodents
- Will: Win handler (Rodent capture count)
- Tyler: Loose handler (Time limit or a rodent target)
- Tyler: Game main menu
- Tyler: Pause menu
- End game
- Reset game
- Will & Tyler: Scene static layout
- Will & Tyler: Scene dynamic layout
- Will & Tyler: Scene static lighting
- Will & Tyler: Scene dynamic lighting
- :akko-shrug: Game Story
- Opening Storyboard
- Tyler: Opening graphics
- Opening sequence programming
- Tyler: Win graphics
- Tyler: Loose graphics
- Settings
Planning Learning Unreal Will is starting on Environment Vi is starting on Cat Tutu is playing pokemon
Merged in Cat with walk, run, jump, and bap
merged in UI from tyler merged in tackle from Vi
Release day
- Rig
- Walk in place (30fps 82frames 6 steps Start from Left foot)
- Walk forward (30fps 56frames 6 steps Start from Left foot, about 12 frames a step)
- Run Forward (30fps 57frames 6 steps Start from Left food, about 7 frames a step)
- Land (26 frames)
- Jump (26 frames)
- Fall loop (90 frames)
- Idle (227 frames)
- T Pose
- Grab right arm
- Grab left arm
- Sleeping
- Cleaning
Cat walking front right up and forward rear left up and forward just before last foot starts going down
Cat Running
- Glue spill (Grabs objects, makes it hard to move until broken free)
- Explosion (Impulse effect)
- Sticky objects (Sticks to whatever touches it, hard to remove)
- Spawn hazard actors
- Knockout (Temp Ragdoll effect on animated bodies)
In the simplest form, this would be an object that will stick to other physical objects when they touch. If we want to get fancy, I think a parent object could allow the glue to flow around. A spawner could pour out a bunch of these physical glue balls, then when a dynamic body touches it the actual glue would trigger and hold.
Current issues
- Cat don't stick, probably because it's non physical
- Need to dial in the stickyness, but that will depend on the cat.