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https://github.com/colinbellino/ai-and-games-2022

Our entry for the AI & Games jam 2022 (theme: Isolation)
https://github.com/colinbellino/ai-and-games-2022

ai-and-games game game-development game-jam gamedev gdscript godot

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Our entry for the AI & Games jam 2022 (theme: Isolation)

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# Untitled Dinosaur Game

In this very small and weird simulation game, you find an abandoned (or should we say, isolated) egg and have to take care of it before it dies.

The prototype is in a very rough state as we had to pivot our design mid jam and cut corners. The "AI" is limited to simple hunger + mood driven behaviours and some random patterns to make it a little more alive.

We had fun making it, so we hope that you will have fun playing and experimenting with it.


This game was done for the AI & Games jam in 7 days.

![screenshot_1](https://user-images.githubusercontent.com/622180/198592340-d76fcc8c-2204-43f7-b8d1-b01d5fa95e7b.png)

Controls:


ActionsMouse & KeyboardGamepadInteractLeft mouse button / touchscreennot supportedPause/SettingsEscapenot supported
Debug viewF1not supported

Credits:


## Setup the project

- Make sure you setup your editor (or Godot's editor) to indent with 4 SPACES (instead of 1 TAB)
- For external editors, setup EditorConfig: https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig

## Entities

Fields used to create new entities:

- `NodeType` (String): Used to spawn the entity in the scene, should always be set to `res://media/scenes/entities/Entity.tscn`.
- `IsCreature` (Boolean): Will flag the entity as "the creature" so the code can always reference it. Set to `true` to enable the behaviour. If the creature doesn't have this flag, things will break 🤷‍♂️.
- `EntityAnimation` (String): The name of the animation used. Don't add this if you want invisible entities. For example: `plant` will try to load the file `res://media/animations/entities/plant.tres`.
- `EmitStimulus` (Boolean): Will send a stimulus to entities around it when interacted. Set to `true` to enable the behaviour.
- `EmitStimulus_Type` (String): The type of stimulus to emit when interacted. Example: `Attraction`
- `WakeUp` (Boolean): Will enter the `Idle` state if it is `Asleep` when interacted. Set to `true` to enable the behaviour.
- `Attracted` (Boolean): Will enter the `Attracted` state if it is `Idle` when interacted. Set to `true` to enable the behaviour.
- `Sleepy` (Boolean): Will enter the `Asleep` state after X seconds in the `Idle` state. Set to `true` to enable the behaviour.