Experimental survival-game-like framework to build a level designer and storyteller AI on. Using Near Death as a loose guide, but multiplayer and more expandable.
Purpose: An ActorComponent that adds all status-related functions to a pawn or character. Mostly for encapsulation
[ ] Exists
[ ] StatusAttribute --for stuff like health regen rate, run speed, accuracy, etc. Includes a default and current value
[ ] StatusEffect --Can modify one or more StatusAttribute(s)
[ ] StatusMeter --A meter with current value, max and min values, and thresholds for when different assigned StatusEffect(s) are activated/deactivated. Includes a function to "GetCurrentStatusEffect()" for calculating StatusAttributes.
All meters are invisible. Debuffs are added to the player when certain thresholds are passed.
[ ] At the worst threshold, the player suffers constant health loss until death.
[ ] Sprint meter. States: None, Winded. -- Can't sprint when winded. Depleted when sprinting, replenished when walking or standing still.
[ ] Movement state should have certain status effects. For example, sitting still in a chair should replenish sprint meter significantly faster than walking does.
Status Component:
Purpose: An ActorComponent that adds all status-related functions to a pawn or character. Mostly for encapsulation
[ ] Exists
[ ] StatusAttribute --for stuff like health regen rate, run speed, accuracy, etc. Includes a default and current value
[ ] StatusEffect --Can modify one or more StatusAttribute(s)
[ ] StatusMeter --A meter with current value, max and min values, and thresholds for when different assigned StatusEffect(s) are activated/deactivated. Includes a function to "GetCurrentStatusEffect()" for calculating StatusAttributes.
All meters are invisible. Debuffs are added to the player when certain thresholds are passed.
[ ] Thirst meter. States: None, Thirsty, Dehydrated
[ ] Hunger meter. States: Overfilled, None, Hungry, Starving
[ ] Sleep meter. States: Well-rested, None, Fatigued, Sleep-deprived
[ ] Oxygen meter. States: None, Low Oxygen, Difficulty Breathing, Hypoxia.
[ ] At the worst threshold, the player suffers constant health loss until death.
[ ] Sprint meter. States: None, Winded. -- Can't sprint when winded. Depleted when sprinting, replenished when walking or standing still.
[ ] Movement state should have certain status effects. For example, sitting still in a chair should replenish sprint meter significantly faster than walking does.