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

SPLITTING the SCRIPTS
The idea is to keep things separated for better management and later expansions. All scripts will be easier to manage and stay modular. Finding back in, will be a ease, every time you make changes, or add something new to the system, which grows more and more until you have a salad. This method brings us advantages: it's modular, the system doesn't get duplicated entries, and you can't get into a mess
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Example
The best way to look at such an example is the CORGI 2.5 ENGINE, that I want you to import into an empty project, to see how the developer differs functions to another script. You can find the PLUGIN DOWNLOAD HERE
Screenshot from the CC from CORGI 2.5 Engine

Screenshot from the CC from last programmer

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