Repository files navigation Terra Nullius - planned features/wish list:
rpg, shooter, zombie survival, survival simulator, isometric dungeon crawler
think cross between diablo, l4d, and sims
sims style base customization
base building aqcuired through trading with npcs for money, and salvaging items from environment
diablo style graphics and map design, randomized item drops, and rpg-like stat customization
persistent open world (going into shop does not instannce you, still threat of z)
supply caches hidden randomly, learn about them from npcs, stalker style
zombies.
set in apocalyptic cityscape/rural areas
sc2/diablo style map design
flat plane with ramps, would allow for maps made of heightmap tile images
target picking and auto aim
will allow for a zoomed out dungeon crawler style look while still maintaining shooter
hotbar equipable weapons and power ups
large array of weapons and weapon combos
lots of customization/rpg elements
player stats, weapon mods or upgrades
special infected/minibosses
day/night cycle (incentive to stay in base at night)
df style permadeath (maybe set num of lives) allow for recapture of lost bases by new character (maybe make this a hardcore mode)
crafting system to allow for combinations of items to make base defences, etc
graphics low poly for large amounts of enemies
just singleplayer for now
target picking (think red outline on hover and auto lock/aim)
persistent inventory and hotbar
menu system
refactor to store entity data in spatial's userdata and use custom controls to control spatials
entity inheritance system should be factored out
refactor to use appstates to manage game, menu, and inventory (more?)
Jumping too slow/high
Rotation quadrants
firing off target because of isometric camera
Entity picking from given spatial does not work
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Isometric,open world survival shooter
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