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View Code? Open in Web Editor NEWA game built in Unity, meant to be based on the classic Call of Duty Zombies games.
A game built in Unity, meant to be based on the classic Call of Duty Zombies games.
Objectives:
Make movement feel better to the user and balance the 'sprint'.
The current implementation of sprinting allows the user to sprint without any consequences. This is just a direct bonus, so we should not allow the user to do some actions while sprinting.
We should address the mid-air sprinting here as well lol.
Objective:
Implement health regeneration feature.
Details:
After a certain amount of time without being hit, player health should start to regenerate.
Objective:
Make enemies smarter.
Enemies need to be able to navigate the given map in order to avoid obstacles and find their way to the player. This could possibly be done using a NavMesh.
Objective:
Balance weapon damages and enemy health-per-wave to make the game fair and enjoyable to the player.
Objective:
Make the player health bar reflect the amount of health remaining.
Right now only the text changed on the health bar.
Objective:
Set a cap for the amount of reserve ammo each weapon can have in player inventory.
Set ammo number
make sure walls don't let you buy too much ammo
Objective:
Add animation for zombies on death.
As of now, enemies simply disappear when health reaches 0. They should not disappear until after their death animations.
Goal:
When a user fires a bullet and it impacts the different body parts (legs, arms, chest, head) to be able to keep track of these and deal the appropriate amount of damage.
Possible Solutions:
Start with just the head, splitting the existing capsule collider into an additional spherical collider for the head and integrate it with the EnemyController
and WeaponController
(deal more damage when hit.gameObject.CompareTag("head")
or something)
Objective:
Get basic enemy movement and animation working.
Enemy should turn to face player
Enemy should move towards player until it reaches them
Appropriate animations should be used
Objective:
In order to make it more clear to the player what their inputs are doing, we should look at some animations and effects for the weapons.
These should be included as modularly as we can, as most weapons will have to import these assets.
Objective:
We can't have infinite bullets!
Weapons should have
Reloading should return the leftover ammo to the reserves, then take out Math.min(MAG_SIZE, RESERVE_AMMO)
from the reserve ammo and place it into the current magazine.
Ideally, this system could also be integrated with a UI to show the player how many shots they have left.
Objective:
Add player stats to pause screen.
Bug:
If the player switches weapons while reloading, the weapon that is swapped out breaks. If ammo was at 0, you can no longer reload. Also, the reload animation becomes stuck mid-animation. It is more obvious on the P90 than the pistol.
Objective:
Allow player to switch weapons while reloading without breaking the guns.
Bug:
When attacking, zombies continue to move toward the player, as if still walking.
Fix:
Zombies should stand still while attacking in order to give the player a chance to escape damage. Implement something to stop zombie motion while attacking.
Objective:
Add more gun types to the game and animate them.
Objectives:
Uses:
Objective:
Zombies should have a chance to drop effects like Max Ammo
or Speed Bonus
that will give the player benefits.
PlayerController
to manage these effectsPowerUpController
that can be attached to powerup objects to manage them
Objective:
Disable all player actions on death
As of now, player can still shoot, reload, look around, etc. while dead.
Weapon impact on the enemies is broken due to the way enemies move around using CharacterControllers. If we still want this mechanic in the game, we need to find another way to implement the impact force, or another way to implement enemy motion.
Bug:
Currently, players can jump onto the heads of zombies and stay there, making them invulnerable to attack.
Fix:
Objective:
Implement doors that can be opened by spending a set number of points.
Objective:
Create an object that allows zombies to spawn at its location.
Objective:
Find and import animations that will work with our current enemies. We need animations for:
Idle
Walking
Running
Attacking
Dying
These are the bare minimum animations needed for proper enemy behavior.
Objective:
Give weapons an animation when they are swapped in and out.
Weapons currently disappear/reappear when being swapped. Needs to look like the character is putting away one weapon and pulling out another.
Objective:
Add a zombie wave system that effects spawned zombie stats.
Objective:
Figure out how to add sound when a weapon is fired.
Having sound would be nice. A silent game is lame.
Objective:
Set up a scaffolding point system.
This doesn't appear to impact the actual gameplay in any way, but we do get an error.
This was introduced in a8a24a6.
Objective:
Implement zombie attack sequence when enemy is in range of player. This includes:
Objective:
The character should be able to move fluidly
Most of the above can be assisted by transitioning to a CharacterController
.
Objectives:
We will need some sort of basic weapon management system for when players will swap out their weapons.
WeaponController
into InventoryController
and WeaponController
.
InventoryController
will have references to every possible weapon, with more information specifying which weapons are currently equippedInventoryController
will manage which weapon is equipped and forcefully cancel reload/fire animations on swapping (if needed).WeaponController
will be a general use class on every weapon that allows adjustment of things like damage, impact force, ammo capacity, etc.WeaponController
will also manage the shooting and reloading of the weaponsThis should also be integrated with the UI to show the user which weapon is equipped or available to equip.
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