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Server for a unity space shooter multiplayer game
This shipyard panel and the ship builder panel have separate ship images that are being displayed. These models overlap when transitioning between screens. A single gameobject needs to be utilized by both panels to avoid this display collision.
Currently weapon models do not correspond to the different weapon systems. These systems need to be added to the shipbuilder so they match.
The server is now managing the angle of each entity. The entity movement calculations need to stop using the behaviour theta value and should use the entities angle instead.
Show players in matchmaking.
Show ships in your group.
Add a ready button.
Add a skip matchmaking button.
An issue exists where a WebSocket connection will be lost and the game room will be closed.
Not sure why the WebSocket is being lost.
It is suspected that it has something to do with the websocket ping/pong. Some debugging code will need to be added to either Colyseus-Unity3d or to the Colyseus server to figure out if it is the client or server which is closing the connection.
Show a message on the screen when a player levels up.
Weapon Charge, Emergency Break and Thrusters need a visual indicator that they are in effect.
Add an option to show bounding boxes around entities in the unity client.
Add the additional enemy models and enemy types to the game.
Add different movement behaviours for the enemies.
There is now a bug with positioning and removing of elements in colyseus 11.25.
Allow a player to have two special weapons equipped.
Change the SHIP hud to show the primary and special weapons as mini icons with cooldowns similar to a League of Legends style icon based cooldown.
The icon should be gray and then change to white when off cooldown.
Enemies should have some kind of visual indicator for the amount of damage they will do and the amount of health they have remaining.
Such as a colored patch on them.
Green - 1 damage
Yellow - 2
Orange - 3
Red - 4
Blue - 5
Violet -6
Black - 7+
Was unable to start a new match on the client after being killed in battle.
Create a movement pattern where an enemy enters the screen. Stays in one location but rotates around.
This will allow for stationary turrets.
Add an enemy movement behaviour to have the enemy move to a location on the screen and remain stationary.
Add a way to quit the game and a method to exit the battle room.
Track and display the number and types of enemies destroyed.
There is a bug in calculating the explosion distance as not all enemies are captured by the blast radius.
Add an achievements section tracked at the account level.
A pattern where an enemy moves to a position on the screen and then moves side to side from that position.
Track at the account level whenever a ship is created or destroyed.
The current wave should be displayed on the hud. It should also show the total number of enemies killed vs number spawned.
The enemies killed shows on the hud as a larger number than those that were spawned.
In the shipyard a message should be displayed letting a user know they have upgrades available for their ship.
It should show on the ship list and in the info window.
Add scripted enemy patterns.
The pattern will be a times flow of enemies with specified types and behaviors.
These different patterns can then be looped into the random game play to add some consistent elements so that players can learn the patterns.
When enemies travel straight down they are upside down.
Create a parallax gameroom background.
Should include stars, asteroids, gas clouds, and planets.
For production increase match maker timer. Decrease debug output.
Enemies are invading the home planet of Cindertron-7
Cindertron-7 is a planet of high tech space warriors
Evil Aquans from the Williza Star System are invading Cindertron-7's sector
The Aquans want to steal the Intelligence Core, and ancient AI and Power Core which powers the Cindertron-7 Ship Yards
You are a new recruit to the Cinderton-7 Star Fighters and are taking the fight to the Aquans
Show your skill in battle and gain rank, fame and ship upgrades to win the war
Make the UI navigable by using a controller or WASD.
Weapon systems need to be unlockable and tied to the account.
A new panel needs to be created for unlocking account level perks. This is permanent progression tied to the highest level wave completed, or the highest level ship created.
The client needs to respect and only show unlocked weapons and the server needs to validate.
Do not allow a user to create a null ship which will throw an error.
Create a battle lost screen that highlights the number of kills and what happenned during the battle. Number of levels gained and any specials unlocked.
Add firing effects like muzzle flashes when weapons and special abilities fire.
Create a message on the client that warns that the server is down and cannot be reached.
Get JWT Token renewal working.
A good test would be to make tokens expire every 30 seconds and force tokens to renew 15 seconds prior to expiration.
Enemies should be able to be invulnerable and have a visual indicator that they are invulnerable.
The game needs to have some kind of run based progression.
Idea -
After every 5 waves there is a boss wave.
After defeating a boss you gain a random Aquan Core.
The core allows the player to choose 1 of 3 upgrades based on the core type. Upgrades provide a range of bonuses to keep it fun.
Red Core -
Blue Core -
Green Core -
Add thruster effects arround the ship showing the accelleration in different directions.
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