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PrisonBreak

Information about the PrisonBreak project for the 3rd years at SintLucas

OOP - How unity works under the hood.

Learning goals:

Objects / classes / inheritance / Polimorphism

Assignment:

Development of a simple game based on a data model built in class. Prison break, Get items to escape a building.

Description & requirements:

  • Create a abstract class Item with a name and a weight
  • Create two types of items:
    • AccessItem: keeps an extra int that has the id of the door it opens.
    • BonusItem: keeps the amount of points you get for this item.
  • Create a MonoBehaviour derived class Inventory that keeps a List and caches the total weight.
  • The Inventory should only allow to add items if the total weight does not pass the MaximumWeight.
  • Create a level where you need to find a key and optionally some hidden objects to get points.
  • Do not create a way to open the last door. That's for the next assignment.

Data models, working with data. (reiteration of Classes that do not inherit from MonoBehaviour) and Collections

Learning goals:

Arrays, Lists, Dictionaries, Generic classes Writing/reading files/data to and from online sources. Using the SimpleJSON library for C#.

Assignment:

Create a visualization for external data within the prison. Use the data as a way to open the door.

For example:

Module 3

Generative algorithms. Seed controlled generation. Generating terrains.

Learning goals:

Working with random seeds, generative techniques, working with terrains.

Assignment:

After getting out of jail escape the island. So generate an island.

  • Generate the terrain
  • Create a new inventory item RaftPart
  • Spread RaftParts through the terrain (Randomly/generatively gives extra points but could also be manually).
  • The player needs to collect all the raft parts and build a raft to escape the island.