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cappuccinoengine's Issues

Sounds

@crater will be considered the lead sound designer, and as such he should be the one to add to the todo list of this card. As for a due date, I'm not sure what to set it to since mid march is when we plan to have all the assets done.

First things first, lets discuss whats going on with sounds. (see discuss assets as a whole)

  • Discuss Sounds
  • 3D/directional sounds (engine thing)

Classes

  • One "Axton" class (jack of all trades)
  • Medic?
  • Shotgun guy?
  • Melee?
  • Sharpshooter/Sniper?

UI

A UI class that makes it easy to add new components to things like a GUI, UI and HUD

  • Get Started on a UI Class, try to take from entity component system's practice of adding components to (in this case) an overall UI

FMOD

I might be giving a little too much time to this one, but I'm not sure about the curve balls of second year and the requirements of the sound course next semester.

  • Get FMOD working
  • Create a Sound Class
  • Improve Sound Manager Implementation

Sound and Music

  • Nail gun sounds
  • Dropping nails or coins
  • Hammer hitting metal
  • Dropping shotgun shells
  • Loading a stapler
  • Fan/bicycle wheel with a piece of cardboard
  • Whacking stuff with a bat or something
  • Dropping PVC pipes
  • Snap pasta and other noodles
  • Running car engine
  • Egg sizzling on a hot pan
  • Snapping wood
  • Ripping tape off of stuff
  • Smacking bricks together
  • Bass drum (heartbeat)
  • De-tuned E string
  • Hitting a punching bag
  • TV set to the static channel
  • Pitch shifted screaming
  • Bang boots against stuff
  • Microwave
  • Airlock sounds (tire inflator thing)
  • Elevator noises (???)

Networking

  • Get it Working
  • Create a better implementation
  • Consider how we could implement networking from a gameplay perspective (talk to third years, lookin at emory, also the team that did Decima)

Business stuff

  • Website
  • Business cards
  • Sedna Games email
  • Twitter
  • LinkedIn (for those who don't have it)
  • YouTube channel?
  • Google business thingy?

Animations

  • Read up on GLTF
  • DM Dan on discord to find out more about how to load GLTF, etc
  • Create an implementation (GLTF loader), hopefully we can have some animations to chuck in by this time?
  • Learn more about skeletal animations, maybe try to get ahead so we dont uh die

Enemies

  • Robot skeleton with half-cyborg body
  • Big flying metal skull
  • Big brain with psychic powers
  • Robot dinosaur boss

Input

  • Create Input Class
  • Add Keyboard Support
  • Add Controller Support

Finite State Machines, and (maybe) some other patterns

Quick note on flyweight, each game object should have a static member(s) representing the different models / textures it uses. For example, F16 has a few static members that are reused and "copied", instead of loading in the same assets multiple times.

  • Polymorphism (Game objects, Scenes, etc)
  • Finite State Machine (Game Objects)
  • Finite State Machine (Scenes, i have to look into transitioning but other than that it should be good)
  • Event System?
  • Flyweight for Assets (I think this is done?)

Concept Art

  • Pistol
  • Auto Rifle
  • Semi-Auto Rifle
  • Shotgun
  • Grenade Launcher
  • Commando class look
  • Assault class look
  • Sharpshooter class look
  • Demo class look
  • Enemy Designs (???)
  • Scraps
  • Environments (needs expansion)

Adding Enemies

Adding the enemies asap would greatly increase our progress

  • Robo Gunner

  • Sentry

  • Grunt (human)

  • Captain (human)

  • Crawler (alien)

  • Squelch (alien)
    image

  • Make the enemy shoot at you

Models

  • 4 classes
  • 5 weapons (1 per class and the 1 universal pistol)
  • Multiple enemies
  • Rooms
  • Room clutter?
  • Loot chest(s)
  • Texturing
  • Mocap?

AI

  • Add pathing (bezier curves, catmell-rom curves, lerp)
  • talk to Hogue about how we could implement AI, or something similar (eg. goldman's saloon "AI")

Light class

Using a combination of a few different patterns, we should be able to create a light class that allows us to easily replicate lights in a scene. This kinda goes with imgui for ease of debugging.

  • Get started on a light class
  • Learn more about lighting and CG to make the light class more dynamic

Transform class, forward kinematics

Transform class is pretty essential for things like morph targets and forward kinematics, and movement in general. The goal of this card will be to have a class that we can easily add to later.

  • Get a transform class working, attach 1 transform to a whole ass game object
  • Add LERP
  • Add Bezier / Catmell-Rom curves
  • See what is required for forward kinematics, maybe do a little research ahead of time, and add that to the engine

GDD

  • Roguelike
  • Looter/Scrapper
  • Dungeon Crawler
  • Set in a space ship
  • Procedurally generated environments built from prefabs and tilesets
  • FPS
  • Single Player
  • Cooperative with up to 4 Players over LAN
  • Gritty visuals and music
  • Scoreboard: score, kills, and time
  • Platforming """"""""puzzles""""""""
  • "push forward" combat
  • Four player classes
  • Infinite ammo pistol
  • Loot from enemies
  • Scaled enemy difficulty
  • Optional endless mode
  • 3 levels before a boss, with a mini boss at the end of each level, with exception of the third, having a big boss
  • Regenerating shield, non-regenerating health
  • Shops and upgrades
  • Basic movement (Doom-like, fast base speed) and maybe sprint/dodge
  • Parkour puzzles?
  • Player name (to identify each other in Coop)
  • At least 1 unique weapon per class

Other shit

  • Name for the game
  • UI design
  • Menu design
  • Artstyle
  • Themes
  • Environment
  • Enemies
  • Heads Up Display

Engine

  • FMOD (kinda done)
  • AI
  • UI and menus
  • Graphics
  • Input
  • Networking
  • Animations
  • ImGUI
  • Physics

AI

  • Pathing

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