## Todo - Sprites (Dome) - camp (multiple textures) - boat - see DC - Design a tilemap for the game (Dome) - Navigation v3 (Yan) - Player: function to walk up to a tile, not onto the tile (trees, etc.) - Visualization: Current navigation path - Interactive and Non-Interactive Items - Add all the items needed to build the game (bushes, trees, etc.) - Add logic regarding the objects, like taking branches, etc. - Camp, chest (inventory slots, array of items, Interactions) - Implement Behaviours - Implement all kinds of Behaviours, see document - UI, Visualization, make the simulation understandable (Luca, Colin) - GraphEdit - GraphEdit toggle (key) - Inventory - Player Stats - Temperature layer toggle (key) - etc. ## Done - Sprites (Dome) - Ground - Berry bush (filled, empty) - Tree (filled, empty) - Ship parts - Initialize Tilemap (Yan) - Script --> World (manages access to tilemap) - Player is on tilemap - Multiple layers - Ground (Water, Ground) --> custom data (Walkable, Weight = 1) - Obstacles (Stone, ...) - Pickup (Berries, Trees, Boat parts) --> custom data (Type of collectable "tree", "berry", "boat") - Temperature layer (normal and different levels of coldness, transparent solid color) - Decision Tree (Classes, etc.) (Yan) - Reference Food Gatherer for implementation - Child of player, serves as controller - Script needs access to the scene, player and other objects/data - Navigation - Use tilemap layers to compute route - Support obstacles - Result must be an array of tile coordinates, length (array length) and the total cost (sum of weights) - Player - Stats (see document) - As a layer in the tilemap - Implemented in the PlayerManager - Inventory - with one slot - can pick up items from tilemap (Pickup) - can drop items back onto tilemap (Pickup) - Navigation v2 (Yan) - Support walkable attribute on interactive/non-interactive tilemap items (is_walkable) - fix pathfinding for unreachable cells - add search radius (max distance) before canceling - improve performance (or rather, check performance first)