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 13:49:26 +00:00
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- [ ] Weapon Sway PENDING!!!
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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 00:17:43 +00:00
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- [ ] Bring Crouching back
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2023-11-22 22:03:31 +00:00
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- [ ] Inspect animation (procedural)
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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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- [ ] Low Ready & High ready (low ready == more speed | high ready == more accuracy)
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2023-11-23 00:17:43 +00:00
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- [ ] Auto Low ready when gun collider hits object OR when player starts sprinting
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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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