2.8 KiB
2.8 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
- Check sensitivity settings, as in other pc with high dpi mouse weapon sways too quickly.
- Fixing leaning
- Snap back leaning too quick
- Issue with moving around quickly
- Bring Crouching back
- Weapon Sway
- Inspect animation & state (procedural)
- Attachment editor system when in inspect mode
- remove Start and End optic from Slots, instead make one slot, and have code that checks for the starter slot and the end slot
- SightSlot not retaining position when dropped or switched.
- High Ready & Low Ready system with state
- High ready animation (procedural)
- Low ready animation (procedural)
- EventCollision system that takes into account more than one type of collider.
- 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
- Gun colliding with bullet, making it lower on every shot fired.
- Optics
- All optics implementing a fn/trait that gives a specific gun offset to use the optic correctly
- TODO: Find some way to implement a shader for the optics
- 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
- Bobbing
- Gun Bob on run
- Gun Bob on walk
- Reload animation (procedural)
- Real world magazines
- Rewriting bullet physics to use raycasts & kinematic rigidbodies (logic controlled)
- Create a Controls struct that holds mappings to all the game keys and replace them in all the game's code
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