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execute-r's Issues

SteamVR generates errors when no VR device is active

SteamVR complains whenever play-testing without a Vive. This shouldn't happen.

I'll look into this and see if there's a good fix that won't break the build. If that is difficult, I may push a band-aid fix to master just to get it to stop complaining. But this issue shouldn't be closed until we have a better solution.

Player weapons

For starters, we'll just give the player some basic guns. You pull the trigger, and a projectile comes out. This projectile won't be constrained to the grid.

For now, we could do this on just one controller or both. But either way, the weapon itself should be a perfab parented to the controller so that we don't need to do some messy duplication stuff.

  • Should have a model for the gun (which is attached to the VR controller).
  • Should have some kind of force-feedback on the controller.
  • Should probably have some kind of firing sound, and another sound for when the projectile hits a thing.
  • Should spawn a projectile.

Grid system

We need a system to keep track of characters on the grid.

  • A controller to track the grid
  • Needs to make itself globally accessable
  • Needs to maintain a list/matrix of things in the grid
  • Needs to allow others to retrieve a list of things in a given space
  • Needs to give others the positions/centers of any given space

.

  • An object/objects to display the grid
  • Needs to have some way of visually conveying the grid, both in terms of position and size

.

  • A component which allows an object to declare which space it's on
  • Other components should be able to tell it to move around, etc. It should abstract away most of the grid-specific checks

Enemy attacks

Depends on #3; partially depends on #5

The enemy which was created in #3 needs to be able to attack the player. We could make this a relatively slow, linear attack that just travels straight towards the player. Maybe the enemy could only attack when lined up with the player, or could attack randomly.

  • The enemy needs to be able to attack (could involve an animation).
  • The enemy's attack should launch a projectile which is locked to the grid.
  • The projectile needs to be able to hurt the player.

Player on the grid

Depends on #1

We need to be able to track where the VR player is on the grid. At the same time, we also need some kind of way to simulate this without having any VR set connected.

  • Should have deadzone-based way of relating the VR player to the grid
  • Tiles should look visually different when the player stands on them
  • Need an audio queue for the player changing tiles
  • Should handle the player walking out of bounds
  • Needs non-VR control method

Basic enemy

Partially depends on #1

This can be an extremely basic enemy. Doesn't need much in the way of actual AI; just needs to be something which moves around. Could just randomly switch between lanes.

  • Needs a 3D model
  • Needs to be constrained to the grid
  • Should be able to move around on grid

(This does not include attacking, health, etc.)

Enemy health and dying

We'll need to be able to track enemy HP. I haven't listed this as depending on the #1 or #3 because all this stuff should be testable without any enemies or players.

  • Enemies should be able to be damaged by the player's attacks. (Which are not confined to a grid; hit detection will be using Unity's normal collider system.)
  • When an enemy is hit, there should be some kind of visual effect to make it clear that specifically they got hit.
  • When an enemy dies, some sort of effect (beyond just vanishing) should exist.

Player health and dying

Depends on #1

Pretty self explanatory.

  • Enemy attacks should collide with the player (when they intersect the player's grid space) and deal damage to them.
  • When the player gets hit, some kind of effect should trigger.
  • When the player dies, reset the scene (or have some kinda game over screen).
  • The player needs to know how much health they have remaining.

Respawning enemies

Depends on #3 and #6

For the MVP, we can just have enemies which infinitely re-spawn. This could ramp up as the player kills enemies or something, or just respawn when an enemy dies.

  • The player should have some kind of tracker for number of enemies killed.
  • Enemies should respawn when the player gets a killed.

Music

This is going to be fairly up in the air. Will it be fairly dynamic? Maybe static? What style will it be? (Seems like we're going in a more techno/electronic, which is appropriate given the theme.)

By no means is this list complete. I have the question label because I'm open to ideas.

  • Something for idle/config/menu
  • Something for battle
  • Something for death (?)

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