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James Cloos avatar Elliot Winch avatar

gameofdrones's Issues

Glyphs

Create glyphs for

  • switch to build tool

  • switch to pistol

  • switch to rapid fire gun

  • revamp left / right glyphs

Code Comments

Comment all the code written so far. I'll do this at the end.

Control Wheel and Waves

Remove start new wave control when wave is running.

Harder than it sounds (as we are programmatically creating the control wheels).

To Do - VR

  1. transfer between platforms
  2. hold gun in hand comfortably

Bullet Time

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.

Held Object (Gun, Built Tool) Play

Good gun play will make or break the FPS element of this game.

  • strong audio (needs VR testing)
  • haptic feedback (needs VR testing)
  • enemy response
    • Particle effect (seems to be an offset problem with the particle effect)
    • Audio
    • Indication of health (maybe fire when close to death?)
  • muzzle flash (needs VR testing)
  • moving parts on weapon
  • laser spawns in gun, move to end of barrel (VR testing)

Other:

  • build ui switches depending on hand

Final Stretch To Do List - Sam

Glyphs:

  • For pistol
  • For rapid fire gun
  • For shotgun
  • For build tool

We need one glyph per gun.

Models:

  • Walls
  • Shotgun
  • "Slow Motion" Turret
    • This is a field through which enemies travel and are slowed
  • Mine turret

Textures:

  • Make texture on target less shiny - it's too dark in the scene and doens't react well to light

Moving parts:

  • For each gun
    • Barrel
    • Moving parts
    • Trigger (optional)
    • Other thematic (e.g. wings on pistol)

To Do - Non-VR elements

  1. Write a class that creates a map, with player areas, GameCubes, enemy target etc.

  2. Write a Wave Manager that starts waves of enemies

  3. Write a Game Manager with a main menu. On death go to menu, where you can start game

  4. Enemy pathfinding - copy scripts from HexSport

Final Stretch To Do List - Elliot

Bug fixing:

  • Fix build progress bar rotation Moved the bar to the build tool
  • Base turret offset still incorrect (easy)
  • Material is missing on path UI (easy)
  • Fix haptic feedback
  • Fix particle effect on enemies hit Needs testing in VR'
  • Start / End Game issues with resources / game cubes not being cleared?
  • Start / End Wave issues: button not being added

QA & Playtesting:

  • April 29

Enemies:

  • Implement triple shot / bomber enemies
    • Bomber needs audio visuals
  • Vary enemy speed on spawn
  • Some enemies will shoot at the player (vary enemy range randomly)
    • Bullet time when enemy shots are close
    • ~~Slower enemy shots~
    • ~~Wind up sound~ / visual (maybe light like in SPT)~~
    • Player hit visual /audio
  • (Extra feature 1: enemies shoot at your turrets, which will need to be repaired mid-round)
  • (Extra Feature 3: Waves start after time limit. Will require some UI work)
  • Should move slightly when shot out of scope due to non-compatability with current set up. However, the drones do have a proper death now (gravity affects them and a force is applied)

Turrets:

  • Implement mine turrets
    • Needs explosive AV
  • Implement slo-mo turrets
  • (Extra feature 1: Repairing turrets with damage UI)

Guns:

  • On shoot mini-recoil Needs testing
  • Muzzle flash
  • Better Audio

Gameplay:

  • Change shape of slo mo collider (bullets behind the player are slowing the game)
  • ~~Pistol should be more powerful but fire more slowly -> avoid tired hands ~~
  • Figure out and implement scoring system
  • Way too many resources given out - perhaps do it by wave rather than by individual enemy?
    • Also figure out turret pricing
  • Need to know wave number
    • Annouce wave number
    • Display on pump
    • Appear on menu canvas

Menus:

  • Review menu to show score
  • (Extra Feature 2: High score menu. A keyboard, or some kind of input will be required)
  • When button is pointed at it should highlight
  • (Extra feature 6: Build tool can press buttons)

~~Audio: ~~

  • Enemies & Turrets
    • Shooting
    • Moving
    • On damaged
    • About to shoot at player sound
  • Music
    • Find more songs
  • Game audio
    • Wave starts
    • Wave ends
    • Game over

Visuals and UI:

  • Lighting work?
  • IMPORTANT: some indication the wave is over / beginning
  • (Extra feature 4: Spawning in turret 'animation')
  • (Extra Feature 5: Switching weapons 'animation')

Weapon Wheel

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.

Player Dead / Game Over State

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?

Cube Size and Number

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

3D Models

  • Some target for the enemies to attack (currently it's a purple balloon)
  • Some graphic for the cubes
  • A platform (currently we are using the default white plane)

On Detached Is Bugged

With the build tool it disables the build tool,
and with the gun it doesn't detach at all ?

Playtest Feedback

Bugs:

  • Deleting does not change enemy paths
  • Path doesnt reset on new game
  • Path UI occasionally spawns rogue trail
  • Two songs playing at once. Song needs to change on complete
  • Delete Status object on player
  • Start game deosn't reset resources

Gameplay:

  • Turrets are too powerful
  • Destroying enemies should give you cash
  • Way too much money by the end, maybe give cash by end of wave not per enemy
  • Add in current models from Sam

Gunplay Pistol:

  • ANimations: Trigger, wings, barrel should all move
  • Slight recoil up (but doesnt change aim)
  • Tracer rounds rather than laser pointer
    • Yes
  • Bullets shouldn't be white - harsher green
  • Change material on gun

Build Tool:

  • If pointed at, game cube should not react to another build tool Known bug that I'm okay with: point at a cube with build tool A, point at cube with build tool B, point away with build tool A, cube doesn't respond to B
  • Rotation of act on time canvas wrong
    • ????

UX:

  • Tired hands
    • rapid fire gun
  • need to know wave number
    • Annouce wave number
    • Display on pump
    • Appear on menu canvas
  • Not involved enough?
    • Get drones to shoot at player
  • Menu is hard to
    • On pointed at, should highlight
    • Build tool should be able to start game too
  • Review on end of game
  • Too many buttons on control wheel. Max 2 or 3
    • Button comes out of ground, pressing it starts wave

Control Wheel:

  • Glyphs are rotated badly, needs to be local not global
  • Change from gun -> build tool should have Build Tool glyph (and visa versa)

Wave Manager

There needs to be a wave manager that spawns the enemies at the right time.

bugs

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?

Visual To Dos

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

  • Get teleporting working with control wheel

What can destroy what? Target priority?

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?

Midterm Feedback

  • Less UI is better (perhaps trim detailed stats)
  • Remove / trim locamotion
  • Predictable first 5 - 10 waves

Enemy Pathfinding

The enemies should pathfind through the maze, rather than hea straight for the target as they do right now.

Minor Chances for Sunday

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

Teleport to other platforms

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.

Turret Stats

Turrets need the following stats:

  • Name
  • Type ?
  • Health ?
  • Cost
  • Rate of Fire
  • Damage
  • Range
  • Special Effects (later)

Weekend Before Playtest To Dos

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!

  • QA the main menu in VR to ensure it works as intended

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:

  • If there is a tie, enemies will be split. This is bad bc they should all go the same way to match the UI. So enemies need to copy the path that the manager gives them, rather than jjst recalcing their own

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