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ccarpg's Issues

MeleeHeavy

Prototype - Creature Design - Melee Heavy

a. Hitboxes
b. Mesh / Skinned Mesh Renderer
c. Animations - Animation state machine
d. Stats
e. Skills
f. Behavior / AI

MeleeStd

Prototype - Creature Design - Melee Standard

a. Hitboxes
b. Mesh / Skinned Mesh Renderer
c. Animations - Animation state machine
d. Stats
e. Skills
f. Behavior / AI

Camera

Prototype - User Interaction Interface - Camera

  1. Isometric view
  2. Soft follow (Helldivers)
    a. Adapts to position of all players on screen

Melee Class

Prototype - Player Design - Melee class

  1. Hitboxes
  2. Mesh / Skinned Mesh Renderer
  3. Animations - Animation state machine
  4. Stats
    a. High HP
    b. High Damage
    c. Low Skill Speed
    d. Intermediate MS
  5. Skills
    a. Punch
    b. Windup aimed charge
    c. Block
    d. Sprint

Input_KeyboardAndMouse

Prototype - User Interaction Interface - Input - Keyboard and Mouse

  1. Movement
    a. WASD (use Unity's input manager)
  2. Attacks / aiming
    a. Mouse (aiming)
    b. Space / Shift / QERF (using Unity's input manager)

Ranged Class

Prototype - Player Design - Ranged class

  1. Hitboxes
  2. Mesh / Skinned Mesh Renderer
  3. Animations - Animation state machine
  4. Stats
    a. Low HP
    b. Intermediate Damage
    c. Intermediate Skill Speed
    d. High MS
  5. Skills
    a. Shoot
    b. Piercing shot
    c. Bouncing shot (toggle)
    d. Roll -> I frames

Stats

Prototype - PlayerDesign - Stats

  1. Determine core stats value ranges (1s? 10s? 100s? +?)
  2. Core
    a. HP
    b. Damage
    c. Skill Speed (CD & Attack Speed)
    d. Movement Speed

Skills

Prototype - Creature Design - Skills

  1. Standard attack skill
    a. range
    b. animation
    c. hit box
    d. AOE
    e. cooldown
    f. attack speed
  2. Special skill inherits standard skill
    a. additional properties (these are innate to whatever the skill does)

Behaviors

Prototype - Creature Design - Behaviors and AI

  1. When player enters a particular range trigger a behavior
  2. When player leaves a particular range trigger a behavior
  3. Cooldown management
  4. Conditional attacks
    a. Move and attack
    b. Stop to attack
    .
    .
    .

Stats

Prototype - Creature Design - Stats

  1. Determine core stats value ranges (1s? 10s? 100s? +?)
  2. Core
    a. HP
    b. Damage
    c. AS
    d. MS
    e. AR
  3. Scaling - how the current level of difficulty scales the Core stats of creatures

Test

Prototype - Level Design - Test

  1. White box floor level with borders to avoid falling

Skills

Prototype - Character Design - Skills

  1. Use Skills class created in issue #6 to create prefab skills for character classes

Input_Controller

Prototype - User Interaction Interface - Input - Controller

  1. Movement
    a. Left Joystick (use Unity's input manager)
  2. Attacks / aiming
    a. Right joystick (aiming)
    b. Bumpers / Triggers / other buttons (use Unity's input manager)

Ingame

Prototype - Gear and Upgrades - Ingame

  1. Permanent pickups
    a. HP
    b. Damage
    c. Skill Speed
    d. Movement Speed
  2. Temporary
    a. Invulnerability
    b. One hit kill / QUAD DAMAGE MY DUDE

RangedLight

Prototype - Creature Design - Ranged Light

a. Hitboxes
b. Mesh / Skinned Mesh Renderer
c. Animations - Animation state machine
d. Stats
e. Skills
f. Behavior / AI

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