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Gold-Team

Group Name: Gold Team

Project Name: Rolled War 2

Members:

Joshua Emerling joshuaem

Matthew Holder mjholder

Ryan Sandidge rdsandid

Project for CSE 442

Gitter: Gitter

Project Description:

This project will be a first person shooter where the players and enemy's will be in wheel chairs. This will effect how the environment is laid out, how they interact with the environment and how they use their weapons. Players will only be able to use a pistol when moving and bigger guns when they are not since these will require both hands to be free. Players will be able to acquire new guns through various means. It will include both single and multilayer. It will be done using Unity and C# as well as Blender for graphics.

MVP:

Our MVP will include the following:

  • A Lobbying System that allows players to choose a game or be randomly placed into one.

  • A UI that players can view there current inventory(in game) and choose game modes.

  • An AI that will be behave like other players.

  • An interactive environment with ramps, power ups(boosts), elevators and traps.

  • GameModes have now been changed to one hoard/Surival mode where you can play agasint both AI and player. This will be reflected in the Beta Release.

  • Realistic wheel chair mechanics (ie. Players will not be able to use stairs).

  • Players will only be able to use a pistol when moving and will be slowed down to use better guns.

  • A variety of guns with different benefits.

  • An inventory of weapons obtained throughout the game.

  • Finite Hit Points that can be replenished by picking up certain consumables found throughout the game.

Add-on Features:

  1. Leveling/Experience System to allow players to upgrade weapons and their wheel chairs

  2. Classes/Loadout System to allow players to save acquired weapons.

  3. Multiple and dynamically generated maps.

User Story:

One very underrepresented group of people in First Person Shooters is the handicap community. We need a game that incorporates FPS features while showing what it is like for a person in a wheel chair. This means that the character would be unable to do things that a person with the ability to walk could. For example someone in a wheel chair would be unable to use stairs, forcing them to find ramps and/or elevators to get to the desired location. The game should still be entertaining and provide a twist to your typical FPS.

Team Roles:

See wiki Page Team Roles.

Developer Documentation:

See wiki Page Developer Documentation.

Beta

YouTube video: https://youtu.be/8ulQaiMeyFA

Release v0.3.0

Landing Page: http://www.acsu.buffalo.edu/~joshuaem

How to Run: Please see "How to Run the Beta" section of the landing page.

Controls: Please see "Controls" section of the landing page.

Help Wanted

There are 3 issuses with a help wanted tag they are as follows:

Muzzle Flashes #38 Description: This task will involve using a particle system to create muzzle flashes when a player shoots. To do this you will need to add an empty game object with a particle system component to each gun prefab Shotgun,Sniper,Pistol,SMG,AK-47. It is very important that this object is NOT the first child of the gun or it will break functionality. To edit the prefab first drag it into the scene create the changes and hit apply in the inspector window.

It is also possible just to create the object Using Instantiate() and not add it to the prefab either way it will work

The shoot function is called in the weapon mechanics script. It is defined in WeponMechanics.cs and called in InventorySystem.cs in fire(). Upon shooting the script should retrieve the particle system component from the child and play it for a short time. This should not be done when the weapon id==5 as this is the grenade. WeponMechanics is attached to the Player and the Player's first child is always it's currently equipped weapon. transform.GetChild(index).gameObject will return the GameObject of the child at index. To obtain a specific transform of an object use .transform. Not putting this in front of the GetChild function will use the transform of the object that the script is attached to. Use this function as many times as needed to get the correct object.

The muzzle flash should only appear if the charcter succesfully shot. In shoot() there is an if statement which determines this so the code should be placed inside that block.

Contact username: joshuaemer

Make the wheelchair move backwards slightly when the Player shoots. #52 Description: To make the game more realistic we need to improve our physics. Since the Players are in wheel chairs shooting a gun will push them backwards a little bit. The shooting takes place in the WeaponMechanics script in the shoot function. If the player was able to shoot and when they do apply a small force to the Player's rigid body component. The force must be an Impulse Force. The WeaponMechanics script is attached directly to the player so it will be easy to access it's rigid body. .GetComponent() will get a component for you.

Contact username: mjholder

Implement the ability to change fire rates on certain guns. #54 Description: When the player has certain weapons, give the ability to change fire rates (semi-auto, auto, and burst possibly) upon pressing the 'f' key. This functionality will only work on certain weapons (the M4, and the AK-47). Each one of those should have semi-auto and fully automatic (with the M4 and/or the AK-47 having an optional burst fire, in which case the 'f' key just cycles through the different options). This will not apply to the pistol, shotgun, sniper rifle, or grenades.

Contact username: rdsandid

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