elliot-winch / gameofdrones Goto Github PK
View Code? Open in Web Editor NEWA hybrid Tower Defense / First Person Shooter in VR!
A hybrid Tower Defense / First Person Shooter in VR!
Create glyphs for
switch to build tool
switch to pistol
switch to rapid fire gun
revamp left / right glyphs
Comment all the code written so far. I'll do this at the end.
Remove start new wave control when wave is running.
Harder than it sounds (as we are programmatically creating the control wheels).
Implement bullet time. Should be pretty easy, just requires changing every Update to a custom update and have a manager call every update with a manipulated time.
Good gun play will make or break the FPS element of this game.
Other:
Glyphs:
We need one glyph per gun.
Models:
Textures:
Moving parts:
Mostly design, but there needs to be a 'resource' manager. The walls/ turrets have associated costs
Write a class that creates a map, with player areas, GameCubes, enemy target etc.
Write a Wave Manager that starts waves of enemies
Write a Game Manager with a main menu. On death go to menu, where you can start game
Enemy pathfinding - copy scripts from HexSport
It would be lovely to abstract over keyboard / VR controls
helpful
http://academyofvr.com/intro-vive-development-expanding-interactables-class/
When the build tool is held, the turret that the player currently has selected should be shown
Bug fixing:
QA & Playtesting:
Enemies:
Turrets:
Guns:
Gameplay:
Menus:
~~Audio: ~~
Visuals and UI:
Space Pirate Trainer does switching between weapons really well so I think we should rip that off.
Putting a held object behind your head switches its type from gun to build tool.
We'll use colliders for the implementation and haptic feedback for UX.
But how do we switch between multiple weapons? That's not a midterm question.
If the enemy destroys the EnemyTarget, the game needs to boot the player to a main menu.
If the player is dead, the game should continue, while the player observes. If the turrets manage to deal with the last of the enemies, the player respawns at the start of the next wave.
--> How should the player be able to observe? Free camera (might get sick), security camera-style, from death point, from EnemyTarget?
How many cubes do we want? How big should they be? How far away?
More cubes gives players finer control over the mazing mechanic. It also allows for more turrets to be placed.
In broad terms, more cubes means emphasis on TDD, less means emphasis on FPS
With the build tool it disables the build tool,
and with the gun it doesn't detach at all ?
Bugs:
Gameplay:
Gunplay Pistol:
Build Tool:
UX:
Control Wheel:
There needs to be a wave manager that spawns the enemies at the right time.
build ui should change on building switch
multiple start wave buttons
projecvtiles collide and arent destroyed
control wheel needs dead timer
mine is broken
enermies shoot at feet
- need to move collider forwards
~~enemies spinning on death~~~
rf should be faster
pistol is useless
rf offset wrong!!
build tool resources not updating on build?
A list of easy-to-describe to dos. Just because something is on this list doesn't make it a quick fix.
Animated Texture Trail Renderer for Enemy Path UI Done. Once again needs polish.
Visual for game cube. Done, using Hologram texture. Looks okay, might change in polish
Range visual for placing turrets Supplement: hologram of turret to build inside cube. Also, have to press and hold to build. Also, can delete.
Texture, icons, realignment for control wheel done
Wave cleared / started visual
Build failed UI - display text somehow
Enemy hit visual
Improve hitboxes
What's up with the glyphs?
VR
Right now, a projectile fired will indiscriminately damage whatever it hit.
Define a matrix for what can damage what? Here are the contenders: Turrets, Enemies, Player Projectiles. Plus potentially more
Expanding on this, what does a thing aim at first? How do turrets choose which enemy to hit? Can the enemy shoot at turrets?
The enemies should pathfind through the maze, rather than hea straight for the target as they do right now.
telporting to work - ray stopped by walls - vr
weapon wheel (gun, built tool, teleporter) - vr
make turrets bigger - non-vr
#13 - non-vr
ui switches depending on hand - non-vr
in bold are not done
but im recording the video anyway
The player needs to be able to teleport to other platforms.
Look into Steam VR's teleporters. Looked into, they seem nice and built in but I'm not able to test without a VR set up.
Turrets need the following stats:
I'm not pushing rn becasue I have some big assets packs, from which I wil extract a few files, but I dont want the whole thing on this repo.
Main Menu is done hooray it's a game!
Dynamic Pathfinding: we want the players to be able to build mid-wave, so enemies need to change their paths if something is built in their way. They currently do, but:
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