diff --git a/Readme.md b/Readme.md index 0dbcb3d..7726650 100644 --- a/Readme.md +++ b/Readme.md @@ -1,13 +1,18 @@ # Experimental game +- [ ] Fix: Make gun have more priority in rendering. So it doesn't clip through walls +- [ ] Feature: Give a collider to the gun and when it collides with something make it move out of the way. +- [ ] Feature: Add bullet holes +- [ ] Fix: No Sprinting while aiming - [ ] Fix: Movement is clunky and very linear. Add some sort of Lerping for acceleration vectors. - [ ] Feature: Muzzle flashes for shots - [ ] Feature: Bullets (raycast or projectile?) - [x] Feature: Add smooth camera movement to camera on crouch. Right now it's too fast and looks arcade af. -- [ ] Feature: Add jump effect to camera +~~- [ ] Feature: Add jump effect to camera~~ - [ ] Feature: Add Stamina (with bar?) - [ ] Feature: Subtle Headbob, FOV change on movement (Distinguish between sprinting and walking). - [ ] Feature: Basic ESC UI, FPS counter, stamina bar +- [ ] Feature: Gun sprinting animations, high ready, low ready, etc... - [x] Discussion: PvP vs PvE PVP. ARENA STYLE. @@ -15,7 +20,7 @@ Arcade deisgn. Realism mechanics. - [ ] Discussion: Gameplay loop -- [ ] Discussion: Is this a survival game? A Shooter? A Sandbox? All? +- [x] Discussion: Is this a survival game? A Shooter? A Sandbox? All? End goal is all. But at first this should be a sandbox where you spawn with a gun. @@ -23,7 +28,6 @@ Making a game that you can leverage when you realize what's possible and what's not. Movement system, gun handling, shooting, modding, inventory, hitreg, etc... - Build a realistic fps sandbox with arcadey mechanics, and start to document it, get funding, invest in better animations, and add multiplayer. diff --git a/src/logic/core/player/camera_player_sync.rs b/src/logic/core/player/camera_player_sync.rs index c98e7bf..d5e890d 100644 --- a/src/logic/core/player/camera_player_sync.rs +++ b/src/logic/core/player/camera_player_sync.rs @@ -143,7 +143,6 @@ pub fn follow_cursor_with_camera( z: 0.0, }, time.delta_seconds() / PLAYER_LEAN_TIME); } - // headbob_camera(&mut camera_transform, time.delta_seconds_f64()); } } }