experiment/Design.md

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## Game design
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### OUTDADED:
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4-6 guns, with 1 magazine per gun.
Optics can be left out
Can only be found in the world
Always have a starting pistol available
Inventory system + Looting system
Boxes all around the map with guns, equipment, ammo.
A mix between a battle royale and an extraction looter shooter:
All players spawn like an extraction looter shooter, to get out they have to extract,
but the map contains loot like a battle royale.
Make sure guns are usable with iron sights.
Multiplayer
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# TODOs:
- [x] Detach player rotation from character model
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- [x] Weapon Sway
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- [x] Fixing leaning
- [x] Snap back leaning too quick
- [x] Issue with moving around quickly
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- [x] Bring Crouching back
- [ ] Inspect animation (procedural)
- [ ] Reload animation (procedural)
- [ ] Real world magazines
- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
- [ ] Low Ready & High ready (low ready == more speed | high ready == more accuracy)
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- [ ] Auto Low ready when gun collider hits object OR when player starts sprinting
# Design
- Detach player rotation from character model
Don't parent the hands to the camera
Make the hands move to the camera with a delay + lerp
On player movement:
WASD -> Translate player parent objetc, everything else follows
Mouse movements -> Rotate camera (on all axises) + Player Character (Not parent object) on only the horizontal axis (Z I think)
What moves first is the camera, then the entire body moves with a lerp