Patrick Prosic
graphic artist pprosic
2D/3D generalist - real-time apps - construction & application tuning - technical advisor
real-time apps - visualizations & animations | interactive applications | pitch deck material | print media | typography & layout
MECH: ABILITIES/STATES
-
left/right grounded = running
-
left/right +trust = flying
-
duck
-
walk: (only with L-Stick = analog)
-
run: L-Stick at maximum and D-pad
-
turn grounded walking (only with L-Stick = analog)
-
turn grounded running
-
turn air
-
shoot forward, eventually up & diagonal or completely free?!
-
Melee attack grounded: punch forward = we switch from shoot to punch via collider/trigger close to enemy
-
Melee attack in air: push away/backwards
-
exit mech > pilot exits = switch to pilot cc
-
slip quick over edges > slippy slope
-
win gesture
-
die sequence in 2-3 seconds (animation + dissolve & explode > pilot can exit mech or die with mech)
-
block > mech blocks with arm by default or with shield, if collected
-
block hands = blocks lesser​
-
block shield = blocks more​
-
​
MECH: CONTROLLER MAPPING & USAGE
-
left/right = L-Stick (analog!) as well as D-Pad
-
trust = R2 (analog!)
-
shoot/punch = A
-
block = B
-
fly backward with aim forward = hold L2 + steer left/right
-
walk backward with aim forward = hold L2 + steer left/right
-
shoot collected/stacked item/weapon: R1

HOW WOULD WE SPLITT THE SCRIPTS:
​
-
Movement: controls, animation, audio, fxv
-
Jump
-
Gravity
-
Shoot
-
Melee
-
Collision
-
Input
-
Class settings
-
Item stacker
-
Effects
MECH/PILOT: MAIN CHARACTER CONTROLLER (MCC)
INFO: It seems Mech & Pilot CC are the same!
​
CONTROLLER for GROUNDING:
-
Solved by simple controller with easing, fake physics and slope up and downwards floats by a capsule collider
-
Slope must get exponentially slippy, as soon as 20% over the middle point
​
MOVEMENT GROUNDED:
-
run left/right
-
D-pad: only run
-
L-stick: analogue walk to run blending​:
-
-
trust up = fly
-
punch forward
-
shoot with hand-gun < directional behavior must be discussed & tested!
-
get hit by a shot
-
duck (on knees)
-
turn when walking < for analag mode
-
turn when running
-
death
​
MOVEMENT IN AIR:
-
fly left/right
-
trust up
-
do nothing = sink down animation
-
fly backward and shoot opposite direction (Hold L2 + steer left/right)
-
push away, instead of melee punch: pushes the other players also a bit away
-
death
​
STATES by OUTSIDE INFLUENCE:
-
get hit by a shot in air and ground
-
get pushed back by the push of the opponent in air
-
punched by player when grounded
-
death
​
EFFECTS by STATE:
-
4x truster particles have to be switched on when pressing trust-button
-
1x particle for muzzle-flash of the hand-gun /gun-flash
-
2x particles when running
-
1x particle when turn grounded​
GAME RELEVANT COLLISIONS:
-
Special Mech Colliders for hit detection of shots, punches, item/weapon impact over. Tese colliders are filling the figure of the mech. Should be layered by collision layers.
​
​
FLOAT/VALUES:
​
GRAVITY/MOVEMENT:
-
falling velocity
-
trust strength
-
forward velocity - in air
-
forward velocity - grounded
-
backwards velocity - in air
-
death fall in air velocity
​
EFFECTS SLOTS
Triggered by event flags in animations
FX Trusters:
-
< SLOT >
-
< SLOT >
-
< SLOT >
-
< SLOT >
​
FX Gun-Flash
-
< SLOT >
​
FX Run Smoke
-
< SLOT >
-
< SLOT >
​
FX Turn grounded
-
< SLOT >
-
< SLOT >