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Liftman
Prototype

Liftman

A small lift operator prototype to take Guests to their floor in time.

Screenshots (3)

About This Project

In this prototype—“Liftman”—you take control of an elevator and give
a ride to guests to their desired floors.

Mechanics

Here just showing Guests going to the 1st floor stepping down to reach their destinations in that floor.
  • Kicking guests at any floor.
  • Select a high priority floor to skip other floor selections.
  • [Not yet implemented] Guest's patience that runs out over time.

Kicking Guests Out

Kicking Guests Out — Screenshot showing a Guest after being kicked out at the wrong floor. I wanted to add this in case players wanted to make space for a more impatient one.

This one just gives the player a little more control during gameplay to
force guests to exit while the doors are open at any floor. This way the
player chooses which guests to give priority to so they don't run out of
patience.

Priority Floor Selection

Double clicking a floor on the control panel makes that floor a priority.
Players can change a priority floor while the elevator is moving so they
don't feel stuck on a decision. This is just me anticipating a chaotic game-
run where the player might be frustrated if they can't change their mind.

I could add way to allow/prevent changing priority floors while elevator
is in motion or if another condition is met. For now, I'm just happy enough
writing that possibility down and not actually implementing so that I can
put my mind to work on future prototypes.

Guests Patience

This one I've yet to develop but it's an easy one.

I know I want to have different guest characters to give variety but this
really isn't a high priority task for me since this is just a prototype and
I'm already thinking on my next one—I doubt anyone will be
disappointed PoeticKoi hasn't finished their Guests Patience mechanic.

Just talking

Elevator Controls

When I first came up with the controls I thought they should be just
like the elevators we all know but after testing it a bit I decided to add
Priority Floors and switching between auto mode (going to the next
floor in the current direction) or manual mode where you can only
select one floor at a time.

Designing AI Behavior

Behaviour while guest is not on elevator
Behaviour when Guest gets on elevator

Getting to know how to use the Behavior Tree was a fun experience for
me. Creating custom BTTasks and BTServices for my needs gave me a
better understanding of how games work. I've watched videos about AI
in video games for a long time—about Alien: Isolation, for example—but
this was the first time in my gamedev journey I implemented AI behavior.

It's not a complicated implementation, I think. I might have made it so but
I've got a lot to learn about this.

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