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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

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HOW WOULD WE SPLITT THE SCRIPTS:

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  • 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!

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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

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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

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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.

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FLOAT/VALUES:

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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:

  1. < SLOT >

  2. < SLOT >

  3. < SLOT >

  4. < SLOT >

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FX Gun-Flash

  1. < SLOT >

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FX Run Smoke

  1. < SLOT >

  2. < SLOT >

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FX Turn grounded

  1. < SLOT >

  2. < SLOT >

©2020-2024 by Patrick Prosic

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