To enhance and expand the capabilities of the FRENS Project by integrating advanced features, tools, and assets. This proposal aims to prioritize the development of various sections to ensure a seamless and immersive experience for users.
1. Reactor Based NPCs
Research and Development: Dive deep into understanding the requirements and potential challenges.
NPC Specific Reactor Tool Set: Develop a unique set of Reactor tools tailored for NPCs.
Advanced Avatar Swapper: Upgrade the existing avatar swapper to handle more complex scenarios.
NAVMESH Integration Work with the Mona dev team to find the easiest solution to include Navmesh into the SDK.
Rigid Body Debug: Ensure that the integration is smooth and free of glitches.
2. VS Based NPCs
VS Version of Drone: Port the existing drone to the VS platform, explore camera integration
Chatbot Development: Integrate OpenAI's GPT for dynamic chatbot interactions. Preliminary work has been started with AutoDocs for documentation automation.
Game UI Tools: Develop tools to enhance the game's user interface.
Enemy/Advanced NPC Demos: Showcase the capabilities of the new NPCs.
3. Deliverables
Asset Pack: Expand the current asset pack to be larger and more diverse.
Walking Crowds: Introduce dynamic walking crowds for a more realistic environment.
Themed Packs: Develop packs with specific themes such as robots, cyberpunk, ordinary people, etc.
Enemy NPC: Design NPCs with behaviors like chase, respawn on touch, and integer hits leading to spawn.
Shopkeep Interaction: Introduce basic word bubble interactions for shopkeepers.
5. Reactor and VS Powered NPCs
Combine the strengths of both platforms to create versatile NPCs.
Timeline and Budget
While we believe that the project can be completed in 3 months, we propose a 6-month timeline to ensure quality and to account for unforeseen challenges.
Proposed Budget: $15,000 - $20,000
This budget will cover all development, testing, and integration costs.
Closing Thoughts
The addition of NAVMESH will significantly enhance our capabilities, especially in creating themed packs. However, its integration is contingent upon its availability. We're confident in our ability to deliver on all fronts, but we'll need adequate time and resources. The avatar swapper might pose challenges, especially if there are significant differences in basemesh and armatures. However, with our combined expertise, we're optimistic about overcoming these challenges.
Additional notes 10/17
deliverables
Assign community members to create Better asset packs
-Scenes to consider: street scene, gallery, party, war zone, trading post/ bar, lab/ factory
-Multiple themes: normal people, black tie event, meme crowd, future, robot, fantasy, apocalypse, military/ police
Important passive prefabs:
walking crowd, dance party, war/battle/ fight
Important interactive prefabs:
Drone
Follow, intro animation, look/ proximity/ click response, camera integration
Shopkeep/ host
C# to vs build, text mesh pro integration, 2-3 (click to next and/or QA) to reactor trigger
UI feature for accomplishment/ goal
Enemy
Touch based - reactor respawn, reactor integer vs health bar, knock player off of platform
Shoot based - physics based shooter, laser line, reactor int health bar
Additional notes:
create humanoid avatar based reactor sets
Create M and F animation sets
Things to research
heat_studios blender plugin
player health bar/ ui
Enemy health bar
Int based reactor tools
Text mesh pro ui text pop up
Rigid body
Visual Scripting 101
Test Reactor types
-consolidate packs into groups
Main Constraints
Navmesh
-NM integration was first requested in May 2023
-Communicated with Memory, then with Wolf and Matt from the MONA team to push
-Request integration and possible timeline
Rigid body
-rigid body currently auto assigns movements to the base mesh or player and immediately ruins the scene
-Only legitimate alternative to navmesh and to make current reactor builds have collision
-Workaround for RB to lock onto something other than base plane/ character
-Debug/ Fix rigid body all together
Animation/ mesh file sizes
better workflow for optimizing ALL assets in unity
Mixamo plug-in for unity?
Proposal 1
5 month program to further research and develop a set of universal NPC asset packs that can be easily dragged and dropped from the Mona library. Our objective is to enhance and expand the capabilities of the FRENS Project by integrating advanced features, tools, and assets. This proposal aims to prioritize the development of various interactive features to ensure a seamless and immersive experience for users.
We propose a 5-month timeline to ensure quality and to account for unforeseen challenges. We will provide time for Mona Builders to beta test the tools, so accurate user feedback will be taken into account.
Bi Monthly updates and monthly Town Halls will be held so we can review current progress and get consistent feedback and input from the community.
Deliverables will be provided in two stages:
We will start by refining the V1 asset pack and uploading it to the Mona Library, so users can begin using the assets immediately.
We will end the process with a V2 asset pack, after adequate feedback and testing.
Timeline: Dec 1st 2023 - May 1st 2024
-Dec 1st - Project Starts, Hire team, begin initial research, Town Hall
-Dec 15th - Bi Monthly Update
-Jan 2nd - Town Hall
-Jan 15th - Bi Monthly Update
-Feb 2nd - Town Hall - V1 Asset Pack Update/ Mona Library integration
-Feb 15th - Bi Monthly Update
-Mar 2nd - Town Hall
-Mar 15th - Bi Monthly Update
-Apr 2nd - Town Hall - V2 Asset Pack & Mona Library integration
-April 15th - Final Town Hall - Final feedback and Debug
-May 1st - Project Complete, Community NPC competition
Proposed Budget: $20,000
This budget will cover all development, testing, and integration costs.
$10000 - Yultek - Project lead, town hall host, and Reactor Builder - part time 2k a month
$8000 - Godfrey/Boombox - Consultation and VS Script development - part time 1.6k a month
$2000 - Community builds/ assets/ support
Proposal 2
3 month program to further research and develop a set of universal NPC asset packs that can be easily dragged and dropped from the Mona library. Our objective is to enhance and expand the capabilities of the FRENS Project by integrating advanced features, tools, and assets. This proposal aims to prioritize the development of various interactive features to ensure a seamless and immersive experience for users.
We propose a 3-month timeline to research, test, and develop a V2 asset pack. We will coordinate with Mona Builders to beta test the tools, so accurate user feedback will be taken into account.
Bi Monthly updates and monthly Town Halls will be held so we can review current progress and get consistent feedback and input from the community.
Timeline: Dec 1st 2023 - March 1st 2024
-Dec 1st - Project Starts, Hire team, begin initial research, Town Hall
-Dec 15th - Bi Monthly Update
-Jan 2nd - First Town Hall
-Jan 15th - Bi Monthly Update
-Feb 2nd - Final Town Hall
-Feb 15th - Bi Monthly Update
-Mar 1st - V2 Asset Pack Completion
Proposed Budget: $10,000
This budget will cover all development, testing, and integration costs.
$5000 - Yultek - Project lead, town hall host, and Reactor Builder - part time 1.6k a month
$5000 - Godfrey/Boombox - Consultation and VS Script development - part time 1.6k a month
FRENS Project V2 Proposal
Objective
To enhance and expand the capabilities of the FRENS Project by integrating advanced features, tools, and assets. This proposal aims to prioritize the development of various sections to ensure a seamless and immersive experience for users.
1. Reactor Based NPCs
2. VS Based NPCs
3. Deliverables
5. Reactor and VS Powered NPCs
Combine the strengths of both platforms to create versatile NPCs.
Timeline and Budget
While we believe that the project can be completed in 3 months, we propose a 6-month timeline to ensure quality and to account for unforeseen challenges.
Proposed Budget: $15,000 - $20,000
This budget will cover all development, testing, and integration costs.
Closing Thoughts
The addition of NAVMESH will significantly enhance our capabilities, especially in creating themed packs. However, its integration is contingent upon its availability. We're confident in our ability to deliver on all fronts, but we'll need adequate time and resources. The avatar swapper might pose challenges, especially if there are significant differences in basemesh and armatures. However, with our combined expertise, we're optimistic about overcoming these challenges.
Additional notes 10/17 deliverables Assign community members to create Better asset packs
-Scenes to consider: street scene, gallery, party, war zone, trading post/ bar, lab/ factory
-Multiple themes: normal people, black tie event, meme crowd, future, robot, fantasy, apocalypse, military/ police
Important passive prefabs:
Important interactive prefabs:
Additional notes:
Things to research
-consolidate packs into groups
Main Constraints Navmesh -NM integration was first requested in May 2023 -Communicated with Memory, then with Wolf and Matt from the MONA team to push -Request integration and possible timeline
Rigid body -rigid body currently auto assigns movements to the base mesh or player and immediately ruins the scene -Only legitimate alternative to navmesh and to make current reactor builds have collision -Workaround for RB to lock onto something other than base plane/ character -Debug/ Fix rigid body all together
Animation/ mesh file sizes
Proposal 1
5 month program to further research and develop a set of universal NPC asset packs that can be easily dragged and dropped from the Mona library. Our objective is to enhance and expand the capabilities of the FRENS Project by integrating advanced features, tools, and assets. This proposal aims to prioritize the development of various interactive features to ensure a seamless and immersive experience for users.
We propose a 5-month timeline to ensure quality and to account for unforeseen challenges. We will provide time for Mona Builders to beta test the tools, so accurate user feedback will be taken into account.
Bi Monthly updates and monthly Town Halls will be held so we can review current progress and get consistent feedback and input from the community.
Deliverables will be provided in two stages: We will start by refining the V1 asset pack and uploading it to the Mona Library, so users can begin using the assets immediately. We will end the process with a V2 asset pack, after adequate feedback and testing.
Timeline: Dec 1st 2023 - May 1st 2024
-Dec 1st - Project Starts, Hire team, begin initial research, Town Hall -Dec 15th - Bi Monthly Update -Jan 2nd - Town Hall -Jan 15th - Bi Monthly Update -Feb 2nd - Town Hall - V1 Asset Pack Update/ Mona Library integration -Feb 15th - Bi Monthly Update -Mar 2nd - Town Hall -Mar 15th - Bi Monthly Update -Apr 2nd - Town Hall - V2 Asset Pack & Mona Library integration -April 15th - Final Town Hall - Final feedback and Debug -May 1st - Project Complete, Community NPC competition
Proposed Budget: $20,000
This budget will cover all development, testing, and integration costs. $10000 - Yultek - Project lead, town hall host, and Reactor Builder - part time 2k a month $8000 - Godfrey/Boombox - Consultation and VS Script development - part time 1.6k a month $2000 - Community builds/ assets/ support
Proposal 2
3 month program to further research and develop a set of universal NPC asset packs that can be easily dragged and dropped from the Mona library. Our objective is to enhance and expand the capabilities of the FRENS Project by integrating advanced features, tools, and assets. This proposal aims to prioritize the development of various interactive features to ensure a seamless and immersive experience for users.
We propose a 3-month timeline to research, test, and develop a V2 asset pack. We will coordinate with Mona Builders to beta test the tools, so accurate user feedback will be taken into account.
Bi Monthly updates and monthly Town Halls will be held so we can review current progress and get consistent feedback and input from the community.
Timeline: Dec 1st 2023 - March 1st 2024
-Dec 1st - Project Starts, Hire team, begin initial research, Town Hall -Dec 15th - Bi Monthly Update -Jan 2nd - First Town Hall -Jan 15th - Bi Monthly Update -Feb 2nd - Final Town Hall -Feb 15th - Bi Monthly Update -Mar 1st - V2 Asset Pack Completion
Proposed Budget: $10,000
This budget will cover all development, testing, and integration costs. $5000 - Yultek - Project lead, town hall host, and Reactor Builder - part time 1.6k a month $5000 - Godfrey/Boombox - Consultation and VS Script development - part time 1.6k a month