69 lines
3.2 KiB
Markdown
69 lines
3.2 KiB
Markdown
## Game design
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### OUTDADED:
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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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Multiplayer
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# TODOs:
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- [x] Detach player rotation from character model
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- [x] Weapon Sway
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- [ ] Check sensitivity settings, as in other pc with high dpi mouse weapon sways too quickly.
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- [x] Fixing leaning
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- [x] Snap back leaning too quick
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- [x] Issue with moving around quickly
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- [x] Bring Crouching back
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- [x] Inspect animation & state (procedural)
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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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- [x] SightSlot not retaining position when dropped or switched.
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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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- [x] EventCollision system that takes into account more than one type of collider.
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- [x] Auto Low ready when gun collider hits object OR when player starts sprinting
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- [ ] (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
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- [x] Gun colliding with bullet, making it lower on every shot fired.
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- [x] Optics
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- [x] All optics implementing a fn/trait that gives a specific gun offset to use the optic correctly
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- [ ] TODO: Find some way to implement a shader for the optics (AFTER IMPLEMENTING NEW BULLET SYSTEM)
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- [ ] Optic glass material
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- [ ] Reticle render
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- [ ] Parallax effect on reticle
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- [ ] Weapon Clipping
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- [x] Make the player's collider bigger towards the front
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- [ ] Make the weapon's collider cover the firing point
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- [ ] If possible, create a new gun pose, like pushed back
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- [ ] Bobbing
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- [ ] Gun Bob on run
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- [ ] Gun Bob on walk
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- [ ] Reload animation (procedural)
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- [ ] Real world magazines
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- [x] Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
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- [x] 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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- [x] Gun dropping drops on only one side of player
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- [x] Gun dropping does not apply impulse for some reason...
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- [x] Gun colliding with ground and going into low ready
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- [x] With introduction of floor collision groups now bullets go through floors
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- [x] TODO: Huge bug all attachments get despawned and spawned when gun shoots
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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 |