royawesome / empires2 Goto Github PK
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aka UE4Pires, a community project
Class layout needs to be finalized, Team objects should be created and the GameMode should hold references to what teams and classes are available for play.
A class selection UI needs to be completed. Should query the current game state to find out what classes are available to the current team. Should query the class for all weapons and display selected items.
Create a designer centric way to define new classes.
Infantry classes are a set of possible Weapons and Skills that can be selected.
Setup code systems for network replication
Back-end is complete, Health and ammo counts are synced to the client. A HUD must be created to display Health, Ammo, and any other relevant information to the player.
They rotate yaw, but do not rotate pitch.
Set up the Firemode system so that new firemodes can be created from scratch with Blueprints.
This is split off of #12 due to the complexity and requirement for other things to be done. I'm tabling this one for now as code-based Firemodes work great, and this is a nice to have feature that won't block the Infantry Combat Proto.
I want to do something similar to Planetside2
A Minimap object needs to be created. The back-end is complete, as it should only require Engine level objects to get started (position, orientation, finding all objects of a class).
Here is where the code is, and Epic has a pretty decent overview of damage. This is a creative system. You get to decide if you want resistances and how they are stored, as well as if you want physics based damage or just raw hit stuff.
This should be created to be designer centric and blueprintable. C++ code should handle the 3 main Firemodes (Single Shot, X-round burst, Full Auto) but designers should be able to define their own Fire Modes with Blueprints.
Bullets should create a decal when they impact a surface
All of the back-end is done for this as of 6b9a7d7
Respawn selection needs some blueprint work in the Controller (for choosing what selected spawnpoint) and the Gamemode (modify the BPChosePlayerStart function to take the controller's selection).
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