To make it possible to fill our virtual office with virtual people they have to be capable of going from A to B. Likewise they should dodge themselves. The following prototype demonstrates this behaviour. In each case every NonPlayerCharacter (NPCs) shall collect a particular box. When the box was found it continues with a newÂ box. Once a box is a target of a NPC it will get a discoloration. F1 â€“ activate main menu (options, credits, â€¦) F2 â€“ shift among â€śFullscreenâ€ť and â€śWindowed Modeâ€ť â€śnew Boxesâ€ť â€“ create boxes â€śnew NPCsâ€ť â€“ create NPCs â€ścollect them!â€ť â€“ demand the NPCs to collect all boxes in turn â€śNPC Collisionâ€ť â€“ start/stops the collision of NPCs
PlayFMSerious Games for the computer based knowledge transfer in Facility Management â€“ BMBF grant - Programm "Forschung an Fachhochschulen (FHprofUnt)"
Prof. Dr. Michael May
Fachbereich 2, Ingenieurwissenschaften II,
GebĂ¤ude C, Raum: 506,
Dipl.-Inf. Frank Otto (http://â€‹fosion.â€‹net)
3D 3D-NordOst CAVE colloquium computer-game concept-art conference cooperation partner E-Learning exhibition Faclility Management FM Game game-design Game Based Learning game developement HTW-Berlin long night of sciences paper pathfinding PlayFM poster publication publications researchproject serious game steering behaviour Unity3D userinterface workshops Common (2)
Project status (4)