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Implement Weapon Type - Remote Weapon #27

Closed
14 tasks done
Tracked by #15
danilko opened this issue Jul 5, 2022 · 2 comments
Closed
14 tasks done
Tracked by #15

Implement Weapon Type - Remote Weapon #27

danilko opened this issue Jul 5, 2022 · 2 comments

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@danilko
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danilko commented Jul 5, 2022

As a player, I want to have have remote weapon type to improve play experience.

  • When there is no target, weapon should be able to aim at same location as agent is aiming
  • When there is target, weapon will flow around target in circular to fire at different direction
  • Each remote weapon has its own health (will have unit health bar effect) and is destructible by other weapon
  • The remote weapon can be multiple, but have a maximum, like max six unit per agent
  • Each remote weapon unit position should be less similar with other unit
  • Each remote weapon unit can be purchased through store
  • Each remote weapon has cool down time, reload time to ensure it is not too strong
  • Each remote weapon unit position should be consistent across network
  • Each remote weapon unit can be disposed as pick up item if not equipped. Once equip, the item cannot be detached.

As part of this issue implementation, will need to address following:

  • Ability to switch target from detected list
  • Ability to fire remote weapon (separate from left/right weapon)
  • Ability to disable auto target, to allow remote weapon/other aiming type of weapon to just aim at agent aiming direction
  • Ability to zoom in/zoom out
  • Ability to sync remote weapon state across network
@danilko
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danilko commented Jul 5, 2022

Add following additional controls:

Q - PREVIOUS TARGET
E - NEXT TARGET
F - DISABLE AUTO TARGET AIMING

MOUSE MIDDLE WHEEL UP - ZOOM IN
MOUSE MIDDLE WHEEL DOWN - ZOOM OUT

MOUSE MIDDLE BUTTON - REMOTE WEAPON FIRE

The store also added a store item Remote Rifle to able to purchase remote item.

After purchase, the item can be used to equip remote weapon.

There will only be maximum 6 remote weapon units allowed per agent at once. Once a remote weapon unit is destroyed, a new one can be added.

Remote units cannot be repaired.

The movement is through sine and consine calculation, which is random but circular format.

The unit can pass through environment, but if block by environment, its fired projectile will be blocked, which give a good edge for enemy to leverage to dodge attacks.

A new RemoteWeaponManager is created to charge of creating/managing/sync across network for these remote weapons.

@danilko
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danilko commented Jul 5, 2022

Complete this issue and test sample can be found in https://youtu.be/Ahllg2HLPbs

@danilko danilko closed this as completed Jul 5, 2022
@danilko danilko changed the title Implement Remote Weapon Implement Weapon Type - Remote Weapon Jul 5, 2022
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