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counter-splash's Introduction

Controls

This section describes the controls for interacting with the application.

  • Arrow keys: Use the arrow keys to move the player around the environment.
  • Space bar: Press the space bar to make the player jump. Holding the space bar on jump pads causes a higher jump.
  • Mouse: Use the mouse to change the camera angle.
  • Left Click: When close to a drawable surface, left click to paint
  • E key: Press the E key to toggle paint mode.

create-svelte

Everything you need to build a Svelte project, powered by create-svelte.

Creating a project

If you're seeing this, you've probably already done this step. Congrats!

# create a new project in the current directory
npm create svelte@latest

# create a new project in my-app
npm create svelte@latest my-app

Developing

Once you've created a project and installed dependencies with npm install (or pnpm install or yarn), start a development server:

npm run dev

# or start the server and open the app in a new browser tab
npm run dev -- --open

Building

To create a production version of your app:

npm run build

You can preview the production build with npm run preview.

To deploy your app, you may need to install an adapter for your target environment.

counter-splash's People

Contributors

0xmugen avatar d-roak avatar 0xnoncents avatar dependabot[bot] avatar guiltygyoza avatar

Stargazers

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Forkers

0xnoncents

counter-splash's Issues

Map design

Issue depends on "issue #5" completion

Describe the problem you are trying to solve

A game/level design problem woooo! Create a fun small map with some semi challenging parkour to acces certain parts of the wall.

Describe the solution you'd like

Describe alternatives you've considered

Describe why the solution is optimal

Additional context

Paint feature

Issue depends on "issue #7" completion

Describe the problem you are trying to solve
Adding the pain feature. It will update the state locally and call a dumy function that eventually call the ts cro

Describe the solution you'd like

Describe alternatives you've considered

Describe why the solution is optimal

Additional context

Add loading screen

Adding a loading screen for the 3d assets to load into the game. Also makes the project more polished. First impressions count.

Moving while painting

The Friction seems to be affected by the act of moving the mouse and painting in the paint mode.

It looks like your slide speeds up

Migrate drawing board to webgl or canvas

Currently we are working with single threaded system that is extremly inefficient for a dynamic canvas.
2 obvious options come up:

  • canvs (html object)
  • webgl (multithreaded gpu)

Better movement

Describe the problem you are trying to solve
Movement is currently extremely basic. Having no speed ramping and instant reactions.

Describe the solution you'd like
Testing out different accelerations and decelerations. Maybe adding a slide like in fps? Or B-hopping to cater towards the CS scene.

Describe alternatives you've considered
Long slides with accumulable velocity Like in Titan fall / Apex legends?

Wall sliding is an other possibility.

Describe why the solution is optimal
let's not reinvent the wheel focus on current proven methods

Additional context
https://www.gamedeveloper.com/design/analyzing-core-character-movement-in-3d

Moving for no reason

There is a bug, where sometimes one movement key gets held down even without touching it.

CPU/Lag Spikes spikes when drawing

Cpu latency maxes out and freezes the html canvas when drawing. We should investigate which code is causing lag. Screenshot 2024-06-19 at 10 47 54 AM Note Observed on my machine

Arm model

Describe the problem you are trying to solve
As a first person game the arm model is important like seen here:
image

We need to find good animations in tune with the world design we want to have.

Describe the solution you'd like

Describe alternatives you've considered

Describe why the solution is optimal

Additional context

GUI for map builidng,

@0xNonCents Proposed A GUI for designing the map. This gives us overhead but potentially let's us have a real focus for game design.

This will require some basic component design with(In order of priority)

  • platforms
  • pain platforms(can go into paint mode) - maybe every platform is a paint platform tbd in testing.
  • ladders
  • jump pads
  • paint brush items you can pick up?

The witness style snap on

This system is a possible good system for making painting easier and of higher quality.

The user will have to right click to be able to paint. Once in paint mode the user cannot move and is perfectly straightly looking at the canvas and finnaly his mouse is available again. This let's you paint with good quality in a localised setting still affecting the bigger picture.

image image

source: https://www.youtube.com/watch?v=gGenrgmMcZc

Splash Wall

Describe the problem you are trying to solve
This is the key feature of the project and has to be done correctly. We have 2 sides to this challenge

  • Front end
  • Model design

Describe the solution you'd like
Front end is as simple as enhancing the html canvas frame in the 3d world. Some issues are still present (currently the feature is in the develop branch)
Model is as simple as making sure the canvas is being updated in a efficient way. Can complexity be imporved? Right now we are using throttle to limit update rate( maybe this won't be great if we want to demonstrate how real time the CRO is)

Describe alternatives you've considered

Describe why the solution is optimal

Additional context

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