A*: While most of the basic pathfinding of Breach of Space is being handled by Unity's built-in NavMesh features, more complex situations will rely on A* to determine the Robot's route.
Goal-Oriented Action Planning: By providing each Robot with conditions using GOAP, problems within the habitat will be handled in a logical order. This allows for better planning on the part of the player.
Utility AI: In order to make the inhabitants of Breach of Space feel more realistic, each agent will use Utility AI in order to determine what must be done next inside the habitat. This allows for smoother interactions between the Robots and the habitat (and player).
Each main directory folder created should begin with an underscore to denote its importance.
If a Prefab, Script, or GameObject is to be drastically changed while the older version is still in play in some game version, the older copy is placed into a new subfolder with that game version's name (e.g. Prototype 5.1) attached, and a duplicate is named ending with some signifier of the object's version number (e.g. StaffMemberV4). This new copy is then placed in a subfolder containing this game version's name.
Using FMOD Studio, the music of Breach of Space will react to the changing environment as the player interacts with it. The music will adapt to levels of Chaos in the world as well as how stealthy the player is being.
In addition, each room acts as a specific biome allowing for the player to gain a better mental model of where they are in the game world.
Breach of Space will release on Windows / MacOS. A controller or keyboard & mouse are required to play.
Are the worlds of Breach of Space & Office Hijinx compatible? - The first technical question moving forward is how to best combine these two concepts & their code bases into one coherent video game experience. So far, this has been executed smoothly.
Draw distances & size limits. - Because of the fidelity of many of our assets, we hope to cut down on the overall file size of Breach of Space moving forward. By utilizing Git LFS, we are able to optimize source control among our members (as well as gaining access to more space for assets), and by working on draw distances during runtime we are able to allow for a smoother gameplay experience.