4950 / DirtyGame

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Implement new enemy: Sniper #91

Closed Quillwerth closed 10 years ago

Quillwerth commented 10 years ago

An enemy which camps until approached, the Sniper has a visible laser that will trace (follow) the player slowly. Think "rubber band": as it gets closer, it slows down. If it locks onto the player, a 1 second delay will follow, after which the player will be shot for 25 health.

Every constant in this ticket should be easily modifiable, so that during play testing these can change if necessary.

JaredPoetter commented 10 years ago

I can look into some of these different types of monsters. I will assign myself to the one I am currently working on.

bkern24 commented 10 years ago

@fualkner and design team. So right now I am designing the sniper to only show the laser when the player is present within the snipers range.

The sniper will run away if the player comes to close.

Is this similar to the concepts you guys were thinking?

FourierTransformer commented 10 years ago

This sounds about right. Just wait on @fualkner to fully confirm.

On Sun, Feb 2, 2014 at 1:37 PM, bkern24 notifications@github.com wrote:

@fualkner https://github.com/fualkner and design team. So right now I am designing the sniper to only show the laser when the player is present within the snipers range.

The sniper will run away if the player comes to close.

Is this similar to the concepts you guys were thinking?

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33909912 .

Quillwerth commented 10 years ago

I thought the Sniper had a global range. Did we not write that?

And yes, sniper retreats when the player gets close. He also stops aiming / firing at this time.

And Shak... it's fualkner. Note the vowel order. You won't tag me unless it's spelled right (or wrong, I suppose) On Feb 2, 2014 1:41 PM, "Shakil Thakur" notifications@github.com wrote:

This sounds about right. Just wait on @faulkner to fully confirm.

On Sun, Feb 2, 2014 at 1:37 PM, bkern24 notifications@github.com wrote:

@fualkner https://github.com/fualkner and design team. So right now I am designing the sniper to only show the laser when the player is present within the snipers range.

The sniper will run away if the player comes to close.

Is this similar to the concepts you guys were thinking?

Reply to this email directly or view it on GitHub< https://github.com/4950/ShittyPrototype/issues/91#issuecomment-33909912> .

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33910056 .

FourierTransformer commented 10 years ago

@fualkner - we definitely didn't specify. Might've been something implied that we forgot to explicitly state. Sorry about that. But, yeah, global should be fine. It will likely need some play-testing to determine if it's too OP or not.

VowelOrderMatters

On Sun, Feb 2, 2014 at 1:49 PM, Patrick Severin notifications@github.comwrote:

I thought the Sniper had a global range. Did we not write that?

And yes, sniper retreats when the player gets close. He also stops aiming / firing at this time.

And Shak... it's fualkner. Note the vowel order. You won't tag me unless it's spelled right (or wrong, I suppose)

On Feb 2, 2014 1:41 PM, "Shakil Thakur" notifications@github.com wrote:

This sounds about right. Just wait on @faulkner to fully confirm.

On Sun, Feb 2, 2014 at 1:37 PM, bkern24 notifications@github.com wrote:

@fualkner https://github.com/fualkner and design team. So right now I

am designing the sniper to only show the laser when the player is present within the snipers range.

The sniper will run away if the player comes to close.

Is this similar to the concepts you guys were thinking?

Reply to this email directly or view it on GitHub< https://github.com/4950/ShittyPrototype/issues/91#issuecomment-33909912> .

Reply to this email directly or view it on GitHub< https://github.com/4950/ShittyPrototype/issues/91#issuecomment-33910056>

.

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33910304 .

bkern24 commented 10 years ago

Alright, I can always change the range. The only issue with changing the range for testing is also changing the sprite for the laser. Right now the laser just remains the same size. However, I would like to create sprite animation for the laser, but for now it really doesn't matter. (i.e it won't change the gameplay)

AOEChamp commented 10 years ago

I'm assuming the laser will start at an angle and slowly rotate to the player until it locks on?

On Sunday, February 2, 2014, bkern24 notifications@github.com wrote:

Alright, I can always change the range. The only issue with changing the range for testing is also changing the sprite for the laser. Right now the laser just remains the same size. However, I would like to create sprite animation for the laser, but for now it really doesn't matter. (i.e it won't change the gameplay)

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911091 .

bkern24 commented 10 years ago

Thats what my goal is, just for now the laser will always be the same length no matter the distance of the player. I'm hoping to get another 3 hours to work on it tonight, otherwise I will finish it Monday night for sure..... I spent way too much time figuring out Animation, and got no where :(

Quillwerth commented 10 years ago

@AOEChamp the laser doesn't "lock on", per say: if the player crosses it and keeps moving, the laser will have to follow them in the opposite direction than it was going.

Can't we just place laser sprites end to end to make a laser of arbitrary length? On Feb 2, 2014 2:16 PM, "AOEChamp" notifications@github.com wrote:

I'm assuming the laser will start at an angle and slowly rotate to the player until it locks on?

On Sunday, February 2, 2014, bkern24 notifications@github.com wrote:

Alright, I can always change the range. The only issue with changing the range for testing is also changing the sprite for the laser. Right now the laser just remains the same size. However, I would like to create sprite animation for the laser, but for now it really doesn't matter. (i.e it won't change the gameplay)

Reply to this email directly or view it on GitHub< https://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911091> .

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911144 .

AOEChamp commented 10 years ago

Could implement a repeat, or stretch it using the scale option

On Sunday, February 2, 2014, Patrick Severin notifications@github.com wrote:

@AOEChamp the laser doesn't "lock on", per say: if the player crosses it and keeps moving, the laser will have to follow them in the opposite direction than it was going.

Can't we just place laser sprites end to end to make a laser of arbitrary length? On Feb 2, 2014 2:16 PM, "AOEChamp" notifications@github.com<javascript:_e(%7B%7D,'cvml','notifications@github.com');> wrote:

I'm assuming the laser will start at an angle and slowly rotate to the player until it locks on?

On Sunday, February 2, 2014, bkern24 notifications@github.com<javascript:_e(%7B%7D,'cvml','notifications@github.com');> wrote:

Alright, I can always change the range. The only issue with changing the range for testing is also changing the sprite for the laser. Right now the laser just remains the same size. However, I would like to create sprite animation for the laser, but for now it really doesn't matter. (i.e it won't change the gameplay)

Reply to this email directly or view it on GitHub< https://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911091> .

Reply to this email directly or view it on GitHub< https://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911144> .

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911236 .

bkern24 commented 10 years ago

Like I said I wasn't sure how to work with sprites. As far as I was concerned the sprite displayed its actual size....

@AOEChamp where is a scaling option present?

AOEChamp commented 10 years ago

SpriteComponent has a scale property.

On Sunday, February 2, 2014, bkern24 notifications@github.com wrote:

Like I said I wasn't sure how to work with sprites. As far as I was concerned the sprite displayed its actual size....

@AOEChamp https://github.com/AOEChamp where is a scaling option present?

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911356 .

bkern24 commented 10 years ago

Alright well I'll look into it after I finish the actual movement of the laser then. Thanks guys

bkern24 commented 10 years ago

@fualkner Oh yeah how close is too close by the way? As in when should the sniper run away from the player?

Quillwerth commented 10 years ago

Damn, did we not specify that either? Sad... okay, 200 pixels. Make sure that that number is easily accessible, so we can rebalance the stats easily. On Feb 2, 2014 2:34 PM, "bkern24" notifications@github.com wrote:

@fualkner https://github.com/fualkner Oh yeah how close is too close by the way? As in when should the sniper run away from the player?

Reply to this email directly or view it on GitHubhttps://github.com/4950/ShittyPrototype/issues/91#issuecomment-33911656 .

bkern24 commented 10 years ago

@fualkner @FourierTransformer So I have come across an issue with the sniper when he is attacking. If he is attacking (looking for the player) and he gets hit by an enemy or player, the sniper moves but the laser does not. My question is, is it alright if the sniper becomes "Static" (Rather than Dynamic) when he is searching for the player?

This means that the sniper cannot be moved by enemies or player weapons... i.e he just stands there and takes it like a man. I have already coded him being static (It was easy), but would you rather it be a different way?

Aside from this I am working getting the laser to follow the player, but I ran into a small issue that I believe i fixed but wasn't able to test it yet (Just to update where I am at), and then after this I was going to work on the Attacking Animations.

FourierTransformer commented 10 years ago

hmm, so a real-life sniper would be laying dow and not able to take knockback. Yeah, I'm game if you need to keep him static.

On Tue, Feb 11, 2014 at 9:47 AM, bkern24 notifications@github.com wrote:

@fualkner https://github.com/fualkner @FourierTransformerhttps://github.com/FourierTransformer So I have come across an issue with the sniper when he is attacking. If he is attacking (looking for the player) and he gets hit by an enemy or player, the sniper moves but the laser does not. My question is, is it alright if the sniper becomes "Static" (Rather than Dynamic) when he is searching for the player?

This means that the sniper cannot be moved by enemies or player weapons... i.e he just stands there and takes it like a man. I have already coded him being static (It was easy), but would you rather it be a different way?

Aside from this I am working getting the laser to follow the player, but I ran into a small issue that I believe i fixed but wasn't able to test it yet (Just to update where I am at), and then after this I was going to work on the Attacking Animations.

Reply to this email directly or view it on GitHubhttps://github.com/4950/DirtyGame/issues/91#issuecomment-34767013 .

FourierTransformer commented 10 years ago

Also, I'm sure you're aware, but this guys laser keeps spinning after you kill him (just something that came up at the meeting)

bkern24 commented 10 years ago

Technically this is done