1.4 KiB
1.4 KiB
Game design
OUTDADED:
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.
Multiplayer
TODOs:
- Detach player rotation from character model
- Weapon Sway
- Fixing leaning
- Snap back leaning too quick
- Bring Crouching back
- Inspect animation (procedural)
- Reload animation (procedural)
- Real world magazines
- Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
- Low Ready & High ready (low ready == more speed | high ready == more accuracy)
- Auto Low ready when gun collider hits object OR when player starts sprinting
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