A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

41 lines
1.4 KiB

[WIP] Split up lobby -> menu, lobby, custom_game lobby.gd had gotten big, bloated, ugly, and hard to read. It needed a refactor. The first thing I did is split up the *GUI* into the logical steps it should be. So the new flow is: - Start the game - Click "Quick Play" - Matchmaking begins on my dedicated server - Start the game - Click "Custom Game" - *Only now* am I presented with server / client options - Start the game - Click "Singleplayer" - Singleplayer NOW, and only now, and NO MATTER WHAT PATH I TAKE, I am taken to the *lobby*, which now is where I: - Choose my name - Choose hero - See list of players - Get my team assigned - Anything else that I might like to put in The point here is that this has *nothing* to do with handshaking / matchmaking / etc! This is just part of the game! At this point I have *already been connected* to the server. I've already been aquainted with my other players. The game has begun. I put the things that don't belong in any of these flows in networking.gd, a sort of model-view sorta thing. All of these flows use some sort of networking thing like `init_server` that tbh should be *completely* abstracted from the UI. It's totally a WIP!!! Above is the IDEA, but below is what I've actually *done*: - Made the scenes, made a passable UI for each one that at least indicates ~what they'll do - Made the corresponding scripts, and split up the lobby script into ABOUT where I think it'll end up, but no promises It still errors all over the place, and it's nowhere near properly organized. PLUS, I'd also like to rewrite a lot of the code / rename things as part of the initial refactor goal of making me able to actually think about networking.
7 years ago
  1. All TODO / design direction that's not in the README
  2. ====================================================
  3. Big TODOs:
  4. - Keep implementing more heroes
  5. - Figure out how to make things seem more fast-paced
  6. - ^ I think you need more abilities for heroes, that combine well
  7. - Like, you could combine PAZIENZA with [destroys buildings]
  8. - Start making maps and figuring out what works / what you like
  9. - Make just one new main level with the lessons you've learned from this one
  10. - I'd love to do a payload map!
  11. - More platforming for everyone (It's industria only rn tbh)
  12. - Give portals a tilted wall to fuck with acceleration
  13. - Change portal mechanics to be more PortalTM-y?
  14. - Make a real user interface
  15. - Menu 1: (Play Game, and Custom Game) Custom -> Current menu
  16. - Voice chat
  17. - Auto-update :(((((
  18. Smaller TODOs:
  19. - Too much time "waiting" - too hard to get to objective
  20. - Art?
  21. - Particles - wall destruction, wallriding
  22. - Ira is OP?
  23. - Nerfed - 5 walls
  24. - Make motion more reactive?
  25. - Remember some player settings, probably in a player.json or something
  26. - I'm mostly thinking of nickname, but also SR eventually
  27. Bugs:
  28. Landmarks:
  29. - When you have a workable demo: @mention @turion@mastodon.art
  30. - As soon as you can auto-update, have matchmaking, and it's playable, release on CG
  31. - As soon as you think it's a fun game and can handle the load, post on reddit
  32. Design ideas too long for the README: