2023-09-18 16:44:51 +00:00
## Game design
2023-11-12 21:24:28 +00:00
### OUTDADED:
2023-09-18 16:44:51 +00:00
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.
2023-11-22 22:03:31 +00:00
Multiplayer
2023-11-23 00:17:43 +00:00
# TODOs:
2023-11-23 04:37:12 +00:00
- [x] Detach player rotation from character model
2023-11-23 18:03:20 +00:00
- [x] Weapon Sway
2023-11-24 17:01:15 +00:00
- [ ] Check sensitivity settings, as in other pc with high dpi mouse weapon sways too quickly.
2023-11-23 13:49:26 +00:00
- [x] Fixing leaning
- [x] Snap back leaning too quick
2023-11-23 17:52:19 +00:00
- [x] Issue with moving around quickly
2023-11-23 18:03:20 +00:00
- [x] Bring Crouching back
2023-11-23 21:28:48 +00:00
- [x] Inspect animation & state (procedural)
2023-11-24 16:43:01 +00:00
- [x] Attachment editor system when in inspect mode
- [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
2023-11-24 16:59:34 +00:00
- [x] SightSlot not retaining position when dropped or switched.
2023-11-23 21:28:48 +00:00
- [x] High Ready & Low Ready system with state
- [x] High ready animation (procedural)
- [x] Low ready animation (procedural)
2023-11-25 18:39:02 +00:00
- [x] EventCollision system that takes into account more than one type of collider.
- [x] Auto Low ready when gun collider hits object OR when player starts sprinting
- [ ] (Not a priority) Collision with wall and attempting to Aim can look very twitchy, maybe add a cooldown of 0.1-0.4s on each change from low ready to high ready
2023-11-25 22:04:35 +00:00
- [x] Gun colliding with bullet, making it lower on every shot fired.
2023-11-25 18:49:57 +00:00
- [x] Optics
- [x] All optics implementing a fn/trait that gives a specific gun offset to use the optic correctly
2023-11-26 21:22:05 +00:00
- [ ] TODO: Find some way to implement a shader for the optics (AFTER IMPLEMENTING NEW BULLET SYSTEM)
2023-11-26 01:10:47 +00:00
- [ ] Weapon Clipping
- [ ] Make the player's collider bigger towards the front
- [ ] Make the weapon's collider cover the firing point
- [ ] If possible, create a new gun pose, like pushed back
2023-11-24 17:01:15 +00:00
- [ ] Bobbing
- [ ] Gun Bob on run
- [ ] Gun Bob on walk
2023-11-22 22:03:31 +00:00
- [ ] Reload animation (procedural)
2023-11-23 04:37:12 +00:00
- [ ] Real world magazines
2023-11-28 14:22:56 +00:00
- [x] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
2023-11-26 01:16:36 +00:00
- [x] Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
2023-11-26 01:48:32 +00:00
- [x] Gun dropping drops on only one side of player
2023-11-26 16:32:12 +00:00
- [x] Gun dropping does not apply impulse for some reason...
2023-11-26 21:24:04 +00:00
- [x] Gun colliding with ground and going into low ready
- [x] With introduction of floor collision groups now bullets go through floors
2023-11-23 00:17:43 +00:00
# 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