Go to file
Franklin 94fc3e7377 At this point, movement system works well, everything else as well except for gun placement. The mechanics work perfectly, but with the new models and hand systems, everything is out of scale, position, rotation. time to work on blender. 2023-11-17 11:27:08 -04:00
assets Player now inside playerEye and has collider 2023-11-17 10:41:36 -04:00
src At this point, movement system works well, everything else as well except for gun placement. The mechanics work perfectly, but with the new models and hand systems, everything is out of scale, position, rotation. time to work on blender. 2023-11-17 11:27:08 -04:00
.gitignore Initial commit 2023-09-12 00:47:37 -04:00
Cargo.lock Added gltf asset load, plugin call for bevy_blender and GlftAssetType 2023-11-16 09:27:15 -08:00
Cargo.toml Added gltf asset load, plugin call for bevy_blender and GlftAssetType 2023-11-16 09:27:15 -08:00
Design.md Cargo fmt 2023-11-12 17:24:28 -04:00
Readme.md Blender to bevy work, proxies 2023-11-16 11:47:13 -08:00
rust-toolchain.toml Added toolchain and updated bevy for bug fix on mac 2023-10-02 12:12:23 -04:00

Readme.md

Experimental game

Things to finish:

- New Movement System

  • Rotations and transforms are based on animations

  • Camera is a child of the head

  • Figure out how rotation up and down will work, maybe dividing upper and lower body animations

  • Shuffling feet when rotating

  • Jump not multiplied by deltatime causing super jumps on low fps

  • Perfect movement

  • Equipping items

  • Replace items in the same slot, drop them

  • When equipping an item that replaces another item because of the slot, throw item towards front of player with a specific impulse

  • Gun aiming and noscope is not the same position

  • Controls being bindable

  • Gun moving out of the way on a collision

  • Gun moving when walking, when running, aimed in.

  • Visual effects for camera

  • Persistent magazine data

  • Perfectly center interact clue text on screen

  • Fix: No Sprinting while aiming

  • FIX: Gun spawning way in front of player

  • Player is rotating on an axis that it shouldn't

  • Fix: Make gun have more priority in rendering. So it doesn't clip through walls

  • Feature: Give a (sensor) collider to the gun and when it collides with something make it move out of the way.

  • Feature: Add bullet holes

  • Fix: Movement is clunky and very linear. Add some sort of Lerping for acceleration vectors.

  • Feature: Muzzle flashes for shots

  • Feature: Bullets (projectile)

  • 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 Stamina (with bar?)

  • Feature: Subtle Headbob, FOV change on movement (Distinguish between sprinting and walking).

  • Feature: Basic ESC UI, FPS counter

  • Feature: Gun sprinting animations, high ready, low ready, etc...

  • Discussion: PvP vs PvE PVP. ARENA STYLE.

  • Discussion: Realism vs arcade Arcade deisgn. Realism mechanics.

  • Discussion: Gameplay loop

  • 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.

Focus:

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.

MVP to start documenting progress:

  • Shooting bullets.
  • A manequinn that registers hits in every hitbox.
  • A shooting range/place to be in and show process
  • Some resemblance of UI (Escape menu, stamina bar, etc...)
  • Stamina system

End goal landmarks

  • Dynamic hitboxes (heart, brain, lungs)
  • Health system with blodloss instead of a health number
  • Dynamic lighting (Gunshots causing light to be spawned for a duration)
  • Sound system
  • Adrenaline system