Update bugs and ideaboard
This commit is contained in:
@@ -13,7 +13,7 @@ using System.Reflection;
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[assembly: System.Reflection.AssemblyCompanyAttribute("Test")]
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[assembly: System.Reflection.AssemblyCompanyAttribute("Test")]
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[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
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[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
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[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
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[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+b410345c18ec0f4eca17d0240161b0de5e73e4dc")]
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[assembly: System.Reflection.AssemblyProductAttribute("Test")]
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[assembly: System.Reflection.AssemblyProductAttribute("Test")]
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[assembly: System.Reflection.AssemblyTitleAttribute("Test")]
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[assembly: System.Reflection.AssemblyTitleAttribute("Test")]
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[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
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[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
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@@ -1 +1 @@
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6a69ce49b8ae7fbc67f796ccadb5ee060e7dfb54a6435785aa94d01f9fb4dc29
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52fa786061ead691e37192045ba944a82a192a1506f52a713be04954f27f99d8
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@@ -1,6 +1,6 @@
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is_global = true
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is_global = true
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build_property.GodotDisabledSourceGenerators =
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build_property.GodotDisabledSourceGenerators =
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build_property.GodotProjectDir = /home/derek/Desktop/Polyphia-main/
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build_property.GodotProjectDir = /home/derek/Desktop/PolyphiaGame/
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build_property.GodotProjectDirBase64 =
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build_property.GodotProjectDirBase64 =
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build_property.GodotSourceGenerators =
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build_property.GodotSourceGenerators =
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build_property.IsGodotToolsProject =
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build_property.IsGodotToolsProject =
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@@ -13,7 +13,7 @@ build_property.PlatformNeutralAssembly =
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build_property.EnforceExtendedAnalyzerRules =
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build_property.EnforceExtendedAnalyzerRules =
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build_property._SupportedPlatformList = Linux,macOS,Windows
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build_property._SupportedPlatformList = Linux,macOS,Windows
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build_property.RootNamespace = Test
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build_property.RootNamespace = Test
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build_property.ProjectDir = /home/derek/Desktop/Polyphia-main/
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build_property.ProjectDir = /home/derek/Desktop/PolyphiaGame/
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build_property.EnableComHosting =
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build_property.EnableComHosting =
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build_property.EnableGeneratedComInterfaceComImportInterop =
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build_property.EnableGeneratedComInterfaceComImportInterop =
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build_property.EffectiveAnalysisLevelStyle = 6.0
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build_property.EffectiveAnalysisLevelStyle = 6.0
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Binary file not shown.
@@ -1,17 +1,17 @@
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{
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{
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"format": 1,
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"format": 1,
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"restore": {
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"restore": {
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"/home/derek/Desktop/Polyphia-main/Test.csproj": {}
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"/home/derek/Desktop/PolyphiaGame/Test.csproj": {}
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},
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},
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"projects": {
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"projects": {
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"/home/derek/Desktop/Polyphia-main/Test.csproj": {
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"/home/derek/Desktop/PolyphiaGame/Test.csproj": {
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"version": "1.0.0",
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"version": "1.0.0",
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"restore": {
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"restore": {
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"projectUniqueName": "/home/derek/Desktop/Polyphia-main/Test.csproj",
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"projectUniqueName": "/home/derek/Desktop/PolyphiaGame/Test.csproj",
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"projectName": "Test",
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"projectName": "Test",
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"projectPath": "/home/derek/Desktop/Polyphia-main/Test.csproj",
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"projectPath": "/home/derek/Desktop/PolyphiaGame/Test.csproj",
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"packagesPath": "/home/derek/.nuget/packages/",
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"packagesPath": "/home/derek/.nuget/packages/",
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"outputPath": "/home/derek/Desktop/Polyphia-main/.godot/mono/temp/obj/",
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"outputPath": "/home/derek/Desktop/PolyphiaGame/.godot/mono/temp/obj/",
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"projectStyle": "PackageReference",
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"projectStyle": "PackageReference",
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"configFilePaths": [
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"configFilePaths": [
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"/home/derek/.nuget/NuGet/NuGet.Config"
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"/home/derek/.nuget/NuGet/NuGet.Config"
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@@ -1276,11 +1276,11 @@
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"project": {
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"project": {
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"version": "1.0.0",
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"version": "1.0.0",
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"restore": {
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"restore": {
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"projectUniqueName": "/home/derek/Desktop/Polyphia-main/Test.csproj",
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"projectUniqueName": "/home/derek/Desktop/PolyphiaGame/Test.csproj",
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"projectName": "Test",
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"projectName": "Test",
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"projectPath": "/home/derek/Desktop/Polyphia-main/Test.csproj",
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"projectPath": "/home/derek/Desktop/PolyphiaGame/Test.csproj",
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"packagesPath": "/home/derek/.nuget/packages/",
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"packagesPath": "/home/derek/.nuget/packages/",
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"outputPath": "/home/derek/Desktop/Polyphia-main/.godot/mono/temp/obj/",
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"outputPath": "/home/derek/Desktop/PolyphiaGame/.godot/mono/temp/obj/",
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"projectStyle": "PackageReference",
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"projectStyle": "PackageReference",
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"configFilePaths": [
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"configFilePaths": [
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"/home/derek/.nuget/NuGet/NuGet.Config"
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"/home/derek/.nuget/NuGet/NuGet.Config"
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@@ -1,8 +1,8 @@
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{
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{
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"version": 2,
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"version": 2,
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"dgSpecHash": "s2J7AxmpjrE=",
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"dgSpecHash": "L5hG2z1zRX8=",
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"success": true,
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"success": true,
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"projectFilePath": "/home/derek/Desktop/Polyphia-main/Test.csproj",
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"projectFilePath": "/home/derek/Desktop/PolyphiaGame/Test.csproj",
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"expectedPackageFiles": [
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"expectedPackageFiles": [
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"/home/derek/.nuget/packages/godot.sourcegenerators/4.3.0/godot.sourcegenerators.4.3.0.nupkg.sha512",
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"/home/derek/.nuget/packages/godot.sourcegenerators/4.3.0/godot.sourcegenerators.4.3.0.nupkg.sha512",
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"/home/derek/.nuget/packages/godotsharp/4.3.0/godotsharp.4.3.0.nupkg.sha512",
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"/home/derek/.nuget/packages/godotsharp/4.3.0/godotsharp.4.3.0.nupkg.sha512",
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@@ -0,0 +1,21 @@
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Picking up quantity items dont auto combine
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inventory weight on quantity items need to be totalweight/quantity
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MistoxNet -> keep track of players in each lobby + open and close lobbies based on BASEPORT + LobbyNumber
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Settings File Needs To be encrypted when stored on local computer due to storing password key
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Map1 - Port 5000
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Map
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MainMenu
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Map2 - Port 6000
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Map
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MainMenu
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Map3 - Port 7040
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Map
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MainMenu
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Map4 - Port 8000
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Map
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MainMenu
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+33
-27
@@ -1,16 +1,20 @@
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Abilities
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Sell outposts - { Sell for credits }
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Vitality = 25% more health
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Weight needs to be per quantity of item - not just item slot
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Stamina = 25% more stamina w/ 25% faster recharge
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Strength = 25% more backpack weight allowance
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To add a pickup item
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Survival Game
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Add the item to the pickups folder
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look at item to pick up 'e' for third person and click for third [No nearby]
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Add the item to the ItemSpawner List
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normal weapons with bullet drop bullet travel time
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Set the ID in the item metadata to match its spot in the list
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snipers but rare [Maybe special]
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RPC cannot reside inside of Tool Scripts due to them not being the same replication across all peers
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Abilities selectable at spawn
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a max 20 credit slider where you can spend them on traits
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Stamina -> run for longer distances
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Strength -> carry more weight
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Vitality -> Have more base health
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Stealth -> Approximate location on map is bigger
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More weight slows player some
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More weight slows player some
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Backpacks [more weight slows though]
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Backpacks -> Add slots but not weight
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Oddball style game
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Oddball style game
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Map that shows the relitive area of the top player
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Map that shows the relitive area of the top player
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@@ -20,33 +24,35 @@ spawn with classes
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no attachments
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no attachments
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unlock guns with experience
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unlock guns with experience
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no health regen
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final hit headshots = 20 credits
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final hit headshots = 20 credits
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final hit bodyshots = 10 credits
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final hit bodyshots = 10 credits
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classes require credits to spawn with better stuff
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classes require credits to spawn with better stuff
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credits are transferrable between servers and sessions
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inventory and credits are transferrable between servers and sessions
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one dynamicly roaming entity of the night ( Impossible to kill, when near heart starts pumping and vinegrette ) - Focuses on odd baller
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combat loggging - if leave in combat start from scratch
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one dynamicly roaming entity of the night ( Impossible to kill, when near heart starts pumping and vinegrette )
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goes after people possible to get away
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goes after people possible to get away
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If oddball is stationary for a long time start to shrink map ring
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Dyanmic day and night cycle
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----Dynamic weather ( rain, fog, thunder, lightning )
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Dynamic weather ( rain, fog, thunder, lightning )
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----floods that cause roaring rivers to fill that cannot be swam
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floods that cause roaring rivers to fill that cannot be swam
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Fires that char trees(no leaves), regrows in 3ish days
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Master leaderboard in the main menu of top players per rank
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Master leaderboard in the main menu of top players per rank
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Ranked lobby ( Disabled until player base )
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Ranked lobby ( Disabled until player base )
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small towns around a main centralized area( ie city or temple )
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small towns around a main centralized area( ie city or temple )
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large servers
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large servers
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random spawned skin boxes that require credits to open
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random spawned skin boxes that require credits to open
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purchaseable skins
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purchasable skins
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bullet penatration on certain materials
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bullet penatration on certain materials
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bullet reflection on certain materials
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bullet reflection on certain materials
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No kill leader until you get at least 2 kills minimum
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FIX:
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Tournament mode
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Finish adding recoil to gun
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all players spawn at the same time
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Finish Take Damage Function
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hold oddball for 30mins total
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Link kills to database and award credits
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Build Leaderboard in SQL and add UserName, SessionNetworkID, TotalKills, TotalDeaths, OddballTime
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server quits introducing people into game after 5 hrs. (last man standing mode)
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When looking at an object and deselecting the select tool the texture stays
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last person in server wins
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When player dies, need to respawn player
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on death quit to new server
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When a backpack is picked up or dropped the entire Inventory UI is going to have to reset and there is no easy way to do that yet
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everyone becomes oddball
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When connecting to a remote host all of the network spawning and timing including RPC go out of whack
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less players alive equal less oddball area
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Move all health related stuff to the server
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Dropping items doesnt appear for everyone
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