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Terra Nullius - planned features/wish list:

Design:

  • 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

Misc NYI Features:

  • target picking (think red outline on hover and auto lock/aim)
  • persistent inventory and hotbar
  • menu system

TODO

  • 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?)

Current Bugs:

  • 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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