golergka / LoFiShooter

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Game Documentation: Current Goals #5

Open TonyNowak opened 11 years ago

TonyNowak commented 11 years ago

Cursor

When I played the scene you'd set-up, I noticed a lot of things that could be fixed or changed. The first was character movement and scale.

-The cube is what player scale should be based off of.

-Movement felt snappy when I came to a stop.

(Did you use the character controller for this or as a base of any type?)

Secondly, the aiming is good, I like how it turned out, but now we need a reticule at the cursors position. I have art for it and will send it accordingly.

Thirdly, weapons don't work in that build, I don't think you set those up. For now, I'm thinking mainly automatic weapons or semi automatic weapons. The game is very fast paced, and it would only make sense to included SMG's and the like. I have particles for firing and models for projectiles, as well as particles for impact.

Fourth, the way you set the scene up room by room doesn't unfortunately help my work flow. It really isn't a problem for me to copy/paste parts. The way you pseudo "batched" my rooms made draw calls go up. I keep them all batched as static in respective groups for organization and performance. I also noticed you used box colliders instead of mesh colliders. Optimization is huge. I'll change the scene a bit and also make prefabs of the models.

Fifth and final, I noticed a lot of your scripts are separate, even for things like rotation, controls, etc. Is there a reason for this? It would be good practice to keep these things together, and make them easily usable for other members of the team, or possibly users if you decide to put some of these on asset store. Also include support for sound effects.

-Targeting Reticule -Sound Effects Support -Possible recode/changes of movement if you used the character controller. -Code clean-up and optimization, user accessibility.

golergka commented 11 years ago

The cube is what player scale should be based off of.

What cube exactly? I think I missed it.

-Movement felt snappy when I came to a stop.

I think that I know what you mean, but I'm not sure. Can you play with the Project Settings / Input page? There are vertical and horizontal axis, and there are parameters like Gravity, that emulate smoothing for input; may be it will help? If not, please assign a task to me to tweak it; but I'll need more information about what in particular you want.

(Did you use the character controller for this or as a base of any type?)

That's exactly what I used.

Secondly, the aiming is good, I like how it turned out, but now we need a reticule at the cursors position. I have art for it and will send it accordingly.

Like mouse cursor in 2d GUI layer, or on the ground in 3d space? I think that 3d version would be pretty cool, IMO.

Please add separate issue for that ;) It's a better workflow for me to close separate small issues.

Thirdly, weapons don't work in that build, I don't think you set those up.

Strange. It worked for me in TestScene. I think we'll need to troubleshoot it in Skype to see what each other's seeing, may be some other synch issue? Hope not.

For now, I'm thinking mainly automatic weapons or semi automatic weapons. The game is very fast paced, and it would only make sense to included SMG's and the like. I have particles for firing and models for projectiles, as well as particles for impact.

Will there be meele weapons? Flamethrowers? Grenade launchers, with parabolic trajectories?

Also — may be you want the bullets to travel instantly (ray casts instead of projectiles)? Firearms are usually simulated this way in games, unless it's a sniper simulator. Unity physics won't work well with rigidbodies travelling as fast as real bullets should.

Fourth, the way you set the scene up room by room doesn't unfortunately help my work flow. It really isn't a problem for me to copy/paste parts. The way you pseudo "batched" my rooms made draw calls go up. I keep them all batched as static in respective groups for organization and performance.

My bad ;( Well, at least I tried. Yeah, I don't have a deep understanding of Unity draw call batching yet.

I also noticed you used box colliders instead of mesh colliders. Optimization is huge. I'll change the scene a bit and also make prefabs of the models.

Didn't quite get it — box colliders are the good thing, right? :)

Fifth and final, I noticed a lot of your scripts are separate, even for things like rotation, controls, etc. Is there a reason for this?

Right now it's a first rough version, I'll refactor it. Right now it has a downside that you have to add a lot of components to make all the things work, and that's bad of course — but at the same time, I think that modular architecture is better in the long run. I think that we need to discuss specific game systems.

Also include support for sound effects.

Also need an issue with details ;) What events should generate one-off sounds, on what sources, what should be loops?

I'm thinking:

golergka commented 11 years ago

I think that we need to discuss specific game systems.

For example, I think that 4 files for Vision system (Vision, Visible, VisibleGrid & VisionEditor) are completely justified, but I may be wrong.

golergka commented 11 years ago

Also, asking to create new issues may look as too formal and unneeded, but I think that it may be productive to track and discuss issues separately

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On 21.03.2013, at 21:00, TonyNowak notifications@github.com wrote:

When I played the scene you'd set-up, I noticed a lot of things that could be fixed or changed. The first was character movement and scale.

-The cube is what player scale should be based off of.

-Movement felt snappy when I came to a stop.

(Did you use the character controller for this or as a base of any type?)

Secondly, the aiming is good, I like how it turned out, but now we need a reticule at the cursors position. I have art for it and will send it accordingly.

Thirdly, weapons don't work in that build, I don't think you set those up. For now, I'm thinking mainly automatic weapons or semi automatic weapons. The game is very fast paced, and it would only make sense to included SMG's and the like. I have particles for firing and models for projectiles, as well as particles for impact.

Fourth, the way you set the scene up room by room doesn't unfortunately help my work flow. It really isn't a problem for me to copy/paste parts. The way you pseudo "batched" my rooms made draw calls go up. I keep them all batched as static in respective groups for organization and performance. I also noticed you used box colliders instead of mesh colliders. Optimization is huge. I'll change the scene a bit and also make prefabs of the models.

Fifth and final, I noticed a lot of your scripts are separate, even for things like rotation, controls, etc. Is there a reason for this? It would be good practice to keep these things together, and make them easily usable for other members of the team, or possibly users if you decide to put some of these on asset store. Also include support for sound effects.

-Targeting Reticule -Sound Effects Support -Possible recode/changes of movement if you used the character controller. -Code clean-up and optimization, user accessibility.

— Reply to this email directly or view it on GitHub.