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13's Issues

Tilemap & walls

Add walls. A lot of functionality should be done:

  • NPC AI visibility
  • Spawn anything on open-cells
  • Render top tiles and wall side tiles
  • Collision versus walls
  • Ray-casting with walls (railgun and ray-cast weapons, like lasers)
  • Maze should be smartly generated...

Off-hand slot

This would be shown on the HUD, you can swap by using scroll, or pressing 1 and 2 on your keyboard.

πŸ”« | πŸ–Š 30/90

Headshot chance + bleeding death

Chance for a headshot. This critical hit will allow player run and shoot for a 5 seconds, but in any case it will be dead. Could work like open wound and hit 1 hp?

Reload mechanics

I made this since I saw it in the post.md file, and I wanted to make up some numbers for ammo capacity since I have played my fair share of CSGO. I added the number of rounds in each mag, the gun in CSGO it is after. I also think the user should start out with 3 mags of each. You can find ammo in the barrels, boxes, and tombstones. Picking up one thing of ammo (πŸ’Š can be used as the icon) will grant you one more mag of ammo for your current weapon (30 more bullets for the machine gun, 7 more for the pistol, etc). Having more than 1 type would get confusing.

Example bullet info on the HUD: πŸ–Š 30/90 this would be right where is displays the weapon you are currently holding

πŸ”« Pistol 7 desert eagle
πŸ–Š Machine-gun 30 ak
️✏️ Heavy machine-gun 30 m1a4
πŸͺ₯ Shotgun 7 XM shotgun
⛏ Crossbow 20 scar-20
πŸ”Œ Plasma-gun 35 m1a4s
🧡 Rail-gun 1 awp

Bouncing bullets fix

Bullets should bounce only if damage something. For example walls and trees should bounce out the bouncing bullets, but hit with players and barrels should absorb bouncing bullet

Simple Preloader

Game loading progress bar would be nice. Now we download images and mesh data from files.

Improve Clear pass

Clearing quad now fills all screen with depth-test, we could split that to rects which are not overlapped by land and reduce clear pass in general.

Game not loading

I updated my copy with git pull, and it does not seem to work, this also happens on next13 as well

image

Settings menu

Make a menu where you can control stuff about the game, this would be client side, no data will be sent to the server.

  • Mute or unmute sounds
  • Mute or unmute music
  • Set FPS cap
  • adjust the amount of particles
  • turn on or off blood
  • and more

Kid-mode blood

Just visually very colorful splats instead of RED blood. Addition to #48

Add a minimap

Adding a simple minimap of the whole map so you can see other players might be helpful in a way

image

Skip RoadRoller build step by default

According to #2 build could be really slow. After js13k submission there is no need to use RoadRoller for extra-compression. This mode should be disable in default build-flow.

Keep join banner playing

When you are joining the game, the banner would pause and it would look funny. So it might be a good idea to keep on playing while joining.

Screen.recording.2022-10-17.09.21.00.webm

#6 is in action here to, I tried clearing local data, cookies, cache, still no dice.

Practice mode

Practice mode room should be available, where player will be alone with simple NPC.
We could fake state without server to play just regular room with bots, but offline

Walk traces and particles

  • add traces effect on walking, rects could be rendered at map as blood splashes
  • add simple particles effect on walking, grounding. Scaling to 0

Throwables

Adding things like grenades, smoke, and other throwables can help gameplay.

  • Add grenade, explodes after 3 sec of discharge
  • Add smoke, make a smoke sphere around the player, and it lasts for 60 sec
  • Add Regen ring, makes an Regen area around the player that heals them 1 heart per 5 sec, lasts for 30 sec

Add an element to the HUD, this would be for 3 grenades, 2 smokes, and 1 Regen ring

πŸ’₯ 3 | πŸ˜Άβ€πŸŒ«οΈ 2 | 🩹 1

Remove items after set time

The server can get really laggy due to the items, please make it so they can despawn after a minute or so.

Respawn screen: market

When you die - you can spend coins to level up some skills before you respawn again

  • Add respawn screen with level-up options (hide virtual pads)
  • Add 5 seconds timer to allow respawn
  • Add Option to leave the game room

Some skills:

  • increase all weapon damage by 1
  • increase start Shields by 2 at start
  • increate start Magazines by 1 at start
  • increase walk/run velocity
  • +armor (reduce damage)
  • +agility (bullet dodge chance increase)

if auto-aim feature implemented: increase angle

out of ammo

It is not very clear when you run out of ammo, so it would be nice to have some red text that appears when you try to shoot without any ammo

2022_11_02_0ub_Kleki

Custom rooms

Add option to create room and share the link with friends. Custom room have various settings to create, for example:

  • Name
  • Max Players limit
  • NPC spawn rate and limit

Unblocks:

  • Co-op mode - players only fight versus NPC (to implement #39)
  • Time-limit room option (to implement #49)

Settings hover

On the settings menu, when you hover over a setting, make a little box that appears explaining the setting and what each option means (some options do not need a explanation)

NPC drop item

When the NPC gets hit, the just drop their item and turn into a free kill, can you make sure that the NPC keeps on fighting?

[Game Room] Co-op mode

Mode where players fight versus NPC.

  • NPC don't attack and hurt each others
  • Players don't hurt each others

Split shader for different passes

After #63 we use intensive fragment shader for all passes, with and without world shading. Split shader to "blend" and "shade" to improve fragment shader cost.

Navigate back

[Escape] key should:

  • return to main menu from any sub-menu
  • exit current game to main menu

Mobile back-button would be nice for Android devices

Egg planting

  • Choose a place, hold down the button - an egg appears invisible to other players
  • When enemies approach the egg, spiders or wasps hatch from it, and begin to rush and sting enemies

Polygon style render

Change regular quad sprites to textured polygons. Will enable better Z-buffer utilisation in the game world render pass.
To make polygon-like sprites (mesh sprites) we could use html page to edit sprite contours and export emoji source + contours data. Then in runtime we able to triangulate mesh with ear-cut library.

Notes:

  • Potentially we could generate couple of LOD levels and select one depends on camera zoom
  • Maybe better at first to do ear-cut triangulation offline
  • Maybe alpha cut threshold should be 0
  • Polygon edges potentially could be antialiased with regular MSAA in future

Add more advanced logging

When you start the server, it would be nice if it logs kills, player joins, and disconnects to the console.

Add FPS prefix

It might be a good idea to add FPS in front of the number so it is clear what it is.

In game help menu

It would be nice if on the main screen, there was a button that brought up a box explaining what each thing on the HUD ment because I showed this game to a friend and he was confused on what all the emojis ment

Hard to join when there are other players

When I try to join while others are in the game, I just get stuck on the start screen. I went to the endpoint and this is what I saw:

image

I know that the names are the usernames of the players, balls and berd

New loading screen

I think that a redesign of the front page could be redesigned, here was a mock I made in a few minutes. The Username box would be a text field, and everytime the user clicks the play button it sets the local storage value to the value of that text box. the GitHub logo would be a hyperlink linking to this repo, and the text below would show how many people are playing right now. The same bloody background will still be there, just behind everything. This allows you to stay on the menu (if you really wanted) because it is super sensitive right now

2022_11_02_0u4_Kleki

Improve Fog pass

Fog render fills the whole screen, we could set 2nd texture as lighting and render land and game objects using fragment shader with lighting enabled

Explosion system

Explosions are short time objects which cover some area and deal some damage.
Also explosion should patch land with crater or something

[Config] Load game config from JSON file

I would be nice to have a config file in server folder that you can use to change how the game works, like how often npcs spawn, what HP they need to be at to panic, how much each weapon does damage wise (set the damage each bullet does), if it should reset kills on death, things like that. This would be a .json file

Running this on replit

I want to run 13 on a popular hosting provider, replit. But I cant seem to do it.

I get a error when I run it with ts
image

But when I use node.js it just gets stuck.

image

Fly jump glitch

Using a pen and jumping, you can "fly" this makes you unable to hit people on the ground, but makes you invincible to others on the ground. While you fly, you can damage other players if they are flying through. First, get a pen, hold down space and your left mouse button. Do not release these buttons and you can fly.

This was me on the ground, and me on an alt, flying
Screen recording 2022-10-13 16.06.52.webm

Using a corner, you can also glitch into a wall. First you get a pen, go to one of the top corners, hold down space, w, and your left mouse button for about 20 seconds.

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