experiment/Design.md

48 lines
1.9 KiB
Markdown

## 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:
- [x] Detach player rotation from character model
- [x] Weapon Sway
- [x] Fixing leaning
- [x] Snap back leaning too quick
- [x] Issue with moving around quickly
- [x] Bring Crouching back
- [x] Inspect animation & state (procedural)
- [ ] TODO: Attachment editor system when in inspect mode
- [ ] TODO: remove Start and End optic from Slots, instead make one slot, and have code that checks for the starter slot and the end slot
- [x] High Ready & Low Ready system with state
- [x] High ready animation (procedural)
- [x] Low ready animation (procedural)
- [ ] TODO: Auto Low ready when gun collider hits object OR when player starts sprinting
- [ ] 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