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Game Programming II Course Long Assignment

Project Outline

Gameplay

  • The game consists of a linear map of checkpoints the player must capture to complete the level/game. During the game the player will have 5 minutes to capture the nearest point
  • Timer - (5 minute length placeholder) - If the 5 minutes run out before the player captures the point, the enemies will have 5 minutes to take the players point (enemies will advance towards the players point)
  • Points - captured by being the only team at the point location for 10 seconds
  • Enemies - As the player captures more points, harder enemies will appear
  • If the player is pushed back, the harder enemies will not stop spawning

GUI

  • Health, Ammo, Inv - left side health bar, ammo count under health, right side quick inventory (medkit, etc)
  • Marker - checkpoint direction
  • Checkpoint Bar - (colored checkpoints = captured, greyscale = to be captured)
  • Timer - shows time left and current goal (ie: attack/defend)

Sound/Effects

  • Movement - Running, jumping, firing, knockout, low health, oneshot - will have sound effects
  • Markers - Hit markers and knockout - effects

Backlog

  • Artillery - (pulls up a map that lets you click a location to send a large amount of damage to after delay)
  • Advanced enemy AI - (Enemies basic implementation is just stand around predetermined points, and run towards capture points. New Ai would cause some to shoot from afar, stay together in “squads”, and flank)

Timeline

Player

  • Collisions
  • Movement
  • Jump, Sprint, Etc
  • Health and Ammo
  • Weapon and Firing
  • Scope aim
  • Consumeable throw
  • Health kit

Enemys

  • Collisions
  • Movement
  • AI and Aim RNG
  • Spawning

Gameplay

  • Capture points
  • Spawn locations
  • Capture and defend timer
  • Harder Enemys with progression
  • Weapon Variety

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Game Programming II course long assignment repo

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