Followed this tutorial: https://www.youtube.com/watch?v=6dJlhv3hfQ0
- Agents spawned as part of flocks
- Flocks have 2 factions: zombie or human
- Flock
- Iterates over all members...
- Gathers their contexts (IE objects within 3 ranges: line of sight, neighborhood, and immediate)
- Iterates through all attached behaviors passing in flock, agent, and contexts to calculate final vector for that agent at that step, passes to agent for movement
- Iterates over all members...
- Flock behaviors
- Set up as scriptable objects
- Can have filters (used to filter contexts for same flock, specific faction, etc.)
- Can be composite (combining or lerping between multiple behaviors)
- Gameplay
- Zombie flock has "follow the leader" behavior following player-controlled zombie leader
- Zombie agents convert human agents to zombie flock upon collision
- Human civilians flee zombies
- Human soldiers try to maintain distance and shoot zombies (no bullets, just insta-kill)
- Game ends with either all zombies are dead or all humans are converted to zombies
- Start / win / lose UI
- Frenzy meter + button
- Rigidbody experiment
- Character graphics
- Level graphics
- SFX
- Background SFX
- Narrative + graphic for leader mechanic
- Juice
- Agent health + UI
- VFX + shaders (try cartoon?)
- Hazards (mines, barbed wire)
- New enemies (machine gunner, shot gunner)
- New zombie types (scout (kamikazi?), slinger, goliath)
- Powerups (health, speed, defense, attack)
- Zombie group rescue
- More complex maps
- Tutorial (lab escape)
- Power up choice
- Level up screen
- Agent stats
- Large map roguelike vs small map roguelike?
- Map conquest metagame (a la Rise of Nations) vs dynamic path metagame (a la FTL)?
- Quadtree
- Computer shader?
- Slow down (or stop) flock calculations outside player view
- Variable frame count for all behaviors (IE calc. every N frames) + load balancing (IE dividing behaviors evenly amongst frames to avoid CPU usage spikes)
- Cats??
- Teleportation vs pathfind vs rescue for zombies left behind (leader teleports to zombie group if local flock dies?)