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CIS 5660 Final Project: Find Jason!

findJasonDemoCompressed

This is my repository detailing my progress and work creating Find Jason, a challenging surveillance-type game featuring many fun, procedural elements! Features implemented include:

  • A state-machine-based AI (designed and implemented tasks for NPCs organized in a queue)
  • NavMesh Agent navigation, being the pathfinding for all of the AI
  • Procedural behavior generation, dependent on player interactions with the environment (running, walking, idle state)
  • Procedural crowd placement and NPC decoration! All agents are mathematically unique, sporting different hats, colors, and physical attributes.
  • Swivel camera, accessible to keyboard-only and mouse gameplay interaction
  • Responsive UI to spotting our target Jason using Unity Shadergraph

Making the game was a fun exploration into the basics of crowd simulation and agent behaviors, and I plan to include more NPCs with procedural variety. An overall final presentation/write-up can be found here: https://docs.google.com/presentation/d/1MQsszsQCy6auEcamrufvkKPlD4Cv18ylgz1tqqzATz0/edit?usp=sharing

Thanks for checking the project out!

Project planning: Design Doc

https://docs.google.com/document/d/18ytXKak0JDi7xGlXHXz8lmfBFz817IacCAYT6OszzlM/edit?usp=sharing

Milestone 1: Implementation part 1

  • Things did:

    • Implemented and designed a NPC AI system, included with a task-system (idle, walk using NavMesh)
    • Created procedural crowd placement
    • Basic camera controller movement
    • Added a simple decorated map
    • Game includes UI (timer for how long it took to find Jason) + shader for camera crosshair
  • Screenshots:

    • Screenshot 2024-11-10 013112
    • This is like the only screenshot I took testing NavMesh behavior, I can go back to my commit history and grab some early screenshots later

Milestone 2: Implementation part 2

  • Things did:

    • NPCs are now decorated with fun colors and random hats (fedora, cap, wizard hat, top hat)
    • Gameplay tweaks based on testing and design feedback added, for ex: crosshair has more vibrant colors
    • More procedural-esque elements will be added to the NPCs
  • Screenshots:

    • Screenshot 2024-11-24 183425

Final submission

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