From 49f23abbe8f084f398e8f2b3cadca0c2b8a35582 Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Mon, 9 Jun 2014 18:10:07 -0700 Subject: [PATCH] Update README.md --- README.md | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/README.md b/README.md index fc2f46e..b19b5ac 100644 --- a/README.md +++ b/README.md @@ -24,6 +24,14 @@ There needs to be 2 classes of AI : AI that runs from you, and AI that chases yo See above, the AI should only react to you when you are within an FOV cone in front of them (90 degrees, centered on their (x,y) center, extending infinitely, pointing forward) +## TODO : Animated sprites + +All of the different AI types need to have animated sprites for their various states (standing, running, walking, left, right, up, down, etc). + +## TODO : AI 'Emotion' effects + +When an AI is emotionally affected (scaredby the player, alerted to the player, relieved the player is gone, disappointed the player has escaped, etc), they should show "emotion" - sweat beads, anger bubbles, whatever. + ## TODO : "Run away" AI reports you to "Chase" AI types The "Run Away" AI type should continue running away until it finds a "Chase" AI type to report you to, or until a certain amount of time has passed since the last time they saw you