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Student project for the Open Real Time Games Workshop at TUM in SS2017
... basically behaves like a shotgun
Currently the master-player doesnt know if he can place an enemy/obstacle. Reasons for / solutions to failure may be
or we just show an error message indicating why he cant place it there...
For testing of most future mechanics, it would be very convenient to be able to at least look around and shoot things without a VR headset.
I have started implementing that for Oculus (see NoViveFallback script and aebfda5).
A fallback camera on Display 2, that is automatically activated when SteamVR is not initialized at all with keyboard controls would be helpful.
With the blast thing in front of the player.
Focus on the GUI and its functionality for this issue, integrating it into the rest of the game is handled by #8.
TODO:
nice-to-have: add some flashy effects when buying something so the player feels epic
!!Important!! The GUI needs to be usable by the Vive player, so it needs to a World Space Canvas and controller interaction.
Problem: they are immune to the force, because their position is set absolutely every frame.
Nice-to-have: their movement could also look more natural (acceleration)
As a special ability for the master.
The eye transforms into a giant (non-moving) turret thing.
Master switches into 1st person mode and fires giant lasers.
Hacker can dodge in slomo.
Platform should be at the same height as the floor.
Blocks where the rail is need to be lowered and flagged as non-movable by the Master.
--> Master looses health
--> when ded, Master is blind and regenerates
Looked like they could only be placed 2 rail blocks before the platform
Prerequisite: Hacker needs an intuitive collider that is bound to their head.
When the player ducks, the collider should also lower.
What about hands? I think hitting a weapon should also count as a hit.
layer fun
He is teh best
Only placeable on rail blocks.
Shoots fire horizontally from multiple valves. Hacker can shoot valves to destroy them and then dodge the fire (or destroy all of them).
Maybe 4 valves in total, 2 on each side of the rail, shooting 50% of the platform width?
When the platform reaches the end of its path, a trigger needs to take care of the following:
... so you know who you are aiming at
nuff said
Your guns should somehow make visible if they are ready to be fired.
Either a simple "heat indicator" or change some color/thing on the model itself to indicate "disabled" / "cooling down" states?
-> copy MKGlow script from master cam to player cam
-> adjust intensity
When pressing a button on the controller, a circular GUI should pop out that allows selection of a weapon.
Time required to interact with the GUI should be as small as possible.
Problem:
HackerTerminal -> Platform blocked
SuicideEnemy -> Platform also blocked for 2 secs -> Platform moving through HackerTerminal
I guess we need some sort of functionality to register multiple scripts as Platform-Blockers
They
When Hacker health reaches 0, the player loses.
-> Adjust layers
regenerates automagically over time
assign costs to enemy types
Prerequisite: #1
Hacker needs an energy/data meter that fills up through this. Some cyberish particle effect flowing from the dead enemy towards the player would be nice.
Right now it only moves in a straight line. It should be able to follow multiple path points (they may be manually placed or maybe generated).
It should be at least somewhat comfortable to specify a platform path in the inspector.
aka "Fragmentation-Saw"
Only placeable on rail blocks.
Sawblades that hammer down vertically at regular intervals, Hacker cannot destroy them but must dodge underneath them.
When leveled up, force grab also drains health from enemies and heals hacker.
visible as a progress bar type of thing that empties for each block change the master does
Challenge:
For now, a simple hollow cube (that closes when the platform enters it) is okay
Currently the curved ui (e.g. Master buttons) looks different on different screens and also is unusable on some screens.
maxHealth and damage of a weapon should be configurable from the Unity Inspector.
Think about if we want float or int as health.
nuff said
E.g. the hacker can move the master
This is bad.
Should display text "Hacking in progress ..." with progress bar.
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