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PROPOSAL_20200150.md
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PROPOSAL_20200150.md
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# My proposal
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**Name**: joowonkim
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**Student ID**: 20200150
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**Repository URL**: http://git.prototyping.id/20200150/homework5
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---
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## Table of Contents
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- [Game Title : "polygon alleyway"](#game-title--polygon-alleyway)
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- [Brief Description](#brief-description)
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- [More Description](#more-description)
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- [Game Component](#game-component)
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- [Implementation Plan](#implementation-plan)
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- [Detailed Plan](#detailed-plan)
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- [Expected Challenges](#expected-challenges)
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- [Class Features](#class-features)
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- [Code Implementation Plan](#code-implementation-plan)
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---
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## Game Title : "polygon alleyway"
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## Brief Description
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This game is an FPS game where you roam around alleyways and shoot key targets to eliminate them.
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I got the idea from *airsoft* games.
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---
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## More Description
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- The player wins by eliminating key targets while avoiding enemies.
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- Player controls movement and shooting using WASD and mouse.
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- Hidden enemies, object collisions, and an HP system exist.
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- Bullets lose damage over distance and have ballistic falloff.
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- The game will look like a typical FPS scene, with guns, enemies, and 3D objects.
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Image from: [News article](https://www.chosun.com/national/weekend/2022/05/21/VW7LNLQHHNEAVLLZKKLNE3VQUU/)
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---
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## Game Component
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- 3D polygon character
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- 3D polygon gun
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- 3D objects (interact with bullets)
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- 3D enemies
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- Walls and obstacles
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---
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## Implementation Plan
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I plan to use Unity.
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1. Background implementation
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2. Character movement and animation
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3. Shooting system
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4. Collision system
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5. Target objects
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6. Enemies that attack the player
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---
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## Detailed Plan
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- For character rigging and animation, I will use [Mixamo](https://www.mixamo.com/#/?page=2&type=Character)'s free assets.
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- Among them, I plan to use the character shown below:
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---
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## Expected Challenges
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- Enemy movement and shooting AI
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- Player detection algorithm for enemy
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- Splitting upper/lower body movement based on mouse direction
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---
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## Class Features
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I plan to use the following features covered in class:
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- Collision detection
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- Simple UI animations (e.g., HP bar)
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- Event-driven battle interactions
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---
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## Code Implementation Plan
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The following classes describe the modular components that will make up the game logic in Unity.
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---
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### `PlayerMovement`
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Handles WASD-based movement for the player.
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```csharp
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public class PlayerMovement : MonoBehaviour {
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public float speed = 5f;
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void Update() {
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float x = Input.GetAxis("Horizontal");
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float z = Input.GetAxis("Vertical");
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transform.Translate(new Vector3(x, 0, z) * speed * Time.deltaTime);
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}
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}
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```csharp
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public class PlayerController : MonoBehaviour {
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void Update() {
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Vector3 mousePos = Input.mousePosition;
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// Rotate character to face mouse position
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}
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}
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```csharp
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public class GunController : MonoBehaviour {
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public GameObject bulletPrefab;
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void Update() {
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if (Input.GetMouseButtonDown(0)) {
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Shoot();
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}
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}
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void Shoot() {
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Instantiate(bulletPrefab, transform.position, transform.rotation);
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}
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}
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```markdown
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- `PlayerHP` : manages health and death logic
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- `BulletMover` : handles bullet movement and collision
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- `EnemyMove` : moves enemy based on player's position
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