2023-09-18 16:44:51 +00:00
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## Game design
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2023-11-12 21:24:28 +00:00
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### OUTDADED:
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2023-09-18 16:44:51 +00:00
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4-6 guns, with 1 magazine per gun.
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Optics can be left out
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Can only be found in the world
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Always have a starting pistol available
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Inventory system + Looting system
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Boxes all around the map with guns, equipment, ammo.
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A mix between a battle royale and an extraction looter shooter:
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All players spawn like an extraction looter shooter, to get out they have to extract,
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but the map contains loot like a battle royale.
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Make sure guns are usable with iron sights.
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2023-11-22 22:03:31 +00:00
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Multiplayer
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2023-11-23 00:17:43 +00:00
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# TODOs:
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2023-11-23 04:37:12 +00:00
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- [x] Detach player rotation from character model
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2023-11-23 18:03:20 +00:00
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- [x] Weapon Sway
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2023-11-23 13:49:26 +00:00
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- [x] Fixing leaning
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- [x] Snap back leaning too quick
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2023-11-23 17:52:19 +00:00
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- [x] Issue with moving around quickly
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2023-11-23 18:03:20 +00:00
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- [x] Bring Crouching back
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2023-11-23 21:28:48 +00:00
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- [x] Inspect animation & state (procedural)
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2023-11-24 16:43:01 +00:00
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- [x] Attachment editor system when in inspect mode
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- [x] remove Start and End optic from Slots, instead make one slot, and have code that checks for the starter slot and the end slot
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- [ ] SightSlot not retaining position when dropped or switched.
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2023-11-23 21:28:48 +00:00
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- [x] High Ready & Low Ready system with state
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- [x] High ready animation (procedural)
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- [x] Low ready animation (procedural)
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2023-11-23 23:24:58 +00:00
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- [ ] TODO: Auto Low ready when gun collider hits object OR when player starts sprinting
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2023-11-22 22:03:31 +00:00
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- [ ] Reload animation (procedural)
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2023-11-23 04:37:12 +00:00
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- [ ] Real world magazines
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2023-11-22 22:03:31 +00:00
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- [ ] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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2023-11-23 23:24:58 +00:00
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2023-11-23 21:28:48 +00:00
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- [ ] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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2023-11-23 00:17:43 +00:00
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# Design
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- Detach player rotation from character model
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Don't parent the hands to the camera
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Make the hands move to the camera with a delay + lerp
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On player movement:
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WASD -> Translate player parent objetc, everything else follows
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Mouse movements -> Rotate camera (on all axises) + Player Character (Not parent object) on only the horizontal axis (Z I think)
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What moves first is the camera, then the entire body moves with a lerp
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