Code Monkey home page Code Monkey logo

fortwars's Introduction

FortWars

Build a fort, defend your flag, destroy the enemy.

๐Ÿ”ง Classes

There are four classes available. Each class has its own specific loadout and role within the battlefield.

๐Ÿงฑ Building

During the build phase, hold [Q] to open the build wheel. From here, you can select a block to create. You are given a finite number of blocks you can place. You can view your remaining resources in the bottom left of the screen. Use the manipulator to move blocks you've created.

๐Ÿ”ซ Combat

Combat will differ depending on the class you have chosen. Some classes are played best in an offensive role, whereas others are better for defence. Communicate with your team in order to strategize and build a good class balance.

๐Ÿ† Winning

The team with the most captures during a round will win the round. These rounds are played out of a best of three, and therefore the first team to win two of these rounds will win the game.

fortwars's People

Contributors

gumby-cmyk avatar gvarados1 avatar handsomematt avatar imwill0w0 avatar shadowbrian avatar trundlr avatar xezno avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar

fortwars's Issues

UI: Announcer

Gvarados provided us with some nice announcer voicelines (#50) which we can use. These should probably just link to RPC calls, so this issue is technically covered by #48, but I wanted to make it separate because it seems like it's logically an extra feature on top of that.

UI: Radial menu re-work

Should probably look into re-doing the menus using some of the new Graphics class. I don't think it supports circles yet, but once it does, this would be a good thing to look at doing, rather than trying to hack together a baked texture for every radial wheel

Can push props through the build wall

You can push props through the build wall by just scrolling out a bunch while standing in front of it, maybe we should look into dropping objects if they're being pushed into shit too hard and are way far away from desired position, or clamp the scroll distance if the distance is above a certain amount.
sbox-dev_2022-02-12_11-46-41

Particles TODO

  • RPG Rocket trail
  • RPG Rocket explosion
  • #44
  • Muzzle flash (possibly use the Grubs one)
  • #45

Building buffs

  • Increase health on building blocks to around 15x what they are now
  • Increase repair tool repair amount
  • Block ownership
    • Block owner above health
    • Only prop owner can move block
  • Remove unfreezing - blocks should be static only

Titans map tweaks

  • Get rid of the gaps between the two sides (where the wall is)
  • Fix the weird stuff you bump into near bases (widen the path a bit)
  • Increase wall collision height so that people can't build over it (might need to add a clip to the top of the entire level?)

Some way to get rid of unwanted blocks you own in the build round

I was thinking a remover tool that only works on your own blocks, so you can have a situation where you spawn a block, it's the wrong size for the hole you're trying to plug, you can delete it and pick a larger one

Could make it a thing that costs time, like make it damage the block over time and slowly destroy it, so there's a penalty for fucking up your block spawn but it's not costing you extra materials

Could just use the USP model for now, maybe make it a blowtorch model later idk something damaging

Prop spam delay

Oh right also, maybe add a delay/overflow on spawning props, if a player spawns more than like 3 in a short timespan give them a cooldown of like 5-10 seconds.

Originally posted by @ShadowBrian in #8 (comment)

UI tweaks

  • New name tags (component-based)
  • Hitmarkers don't show correctly on some clients
  • Flag icons on compass always display even if flag is not home
  • Better chat
  • Damage indicators
  • Icons for metal blocks are always blue
  • Re-work kill feed
  • Need some indicator to show whether flag is home or not
  • #48
    • Should hook into an XP system

Flag Return Cycle Improvements

This might fit here, the flag needs a more clear return cycle, part of it is particle work but some of it might also be UI work for conveying how far along the flag is to respawning and this being a little bar would also show it returning faster when you're in the flag's return zone.

  • Add return zone so teams can actively return and defend/hold the flag on the floor
  • Show some sort of UI meter/bar instead of debug timer visual
  • Clear pickup sound
  • Clear capture sound
  • Clear drop sound
  • Clear taken sound

Modelling TODO

Weapons:

  • USP (pistol)
  • SMG II (submachine gun)
  • TRJ (revolver)
  • block manipulator (custom physgun)
  • AX50 (sniper)
  • RPG (rocket launcher)
  • UTS15 (shotgun)
  • KSR1 (assault rifle)

Blocks:

Props:

  • Store touchscreen
  • Bogroll (With viewmodel)
  • Repair tool
  • Medkit
  • Deployable ammo

Audio TODO

  • SMGII - Shooting, reloading
  • #41
  • USP - Shooting, reloading
  • TRJ - Shooting, reloading
  • AIAX50 - Shooting, reloading
  • KSR1 - Shooting, reloading
  • #42
  • #43
  • Shop - general UI interaction sounds
  • CTF sounds, flag grab, capture, drop, return
  • #40

Feedback: 19/02 Playtest

  • Inventory slots are often randomly ordered on player spawn
  • Reload weapon automatically when it's empty and you try to fire
  • Remove blocks from disconnected players
    • Only do this if a timer reaches a certain threshold; if not, re-assign all those blocks to newly joined client instance
  • Remove team balancing or balance it in a way that players get all their blocks back when balanced
  • Adjust & balance sniper scope, needs to be easier to use
  • Give maps a fw_config entity that allows them to configure block limits, player limits, spawn timers, etc.
  • Make Team-specific force fields actually work and stop bullets/players
  • Only let people change class when they're in the spawn room
  • #30
  • Option to delete blocks you've placed
  • Investigate dedicated server performance after several level changes
  • Add 2fort to map pool

Aiming down sights is inaccurate

Animations aren't frozen properly with some guns (see SMGII) and often the iron sights for the gun don't line up with the center of the screen, meaning that players can't hit their shots properly.

UI: RPC messages

We need RPC messages for:

  • Flag captured
  • Flag returned
  • Player killed (+ medals?)
  • Round started
  • Round ends in 3... 2... 1...

UI: Sniper scope bug

Sniper scope doesn't work right: performance is bad, HUD flickers, weapon renders in scene when it shouldn't

Weapon: grenades implementation

Halo-style grenades could be a useful addition for taking down forts and dealing splash damage.

Ideal implementation:

  • Grenades are stored separately from inventory, almost as if they were a resource.
  • The G key (+iv_drop / InputButton.Drop) should be used to throw a grenade.
  • When throwing a grenade, a first-person throwing animation should be played, and the actual grenade throw should be delayed until a point in this animation where the grenade leaves the viewmodel's hand.
  • Players are given two grenades upon spawning. They can be replenished through ammo packs.

Possible references:

Combat tweaks

  • Remove or greatly reduce screen shake on all weapons
  • RPG has no killer name in kill feed
  • Remove team killing
  • Player outlines should only exist on enemies and should be red

Feedback: 27/08 Playtest

needs fix

  • Repair tool can be used to kill own team
  • Announcer is annoying (remove?)
  • Missing material for rocket launcher explosion
  • Spawn forcefields have a weird delay when passing through
  • Ammo and health kits do not work
  • Give ammo and health kits team indicators
  • Glow shader is now gone, needs replaced
  • Switch voice prox to global, better voice UI
  • Walking sound
  • Music
  • Team auto balancing
  • Fix chat
  • Nerf the rpg
  • Weird movement sometimes when walking on spawned blocks
  • Muzzle flash too big - it's impossible to see who you're spraying down while firing

feature ideas

  • Rework ammo and health kits to be more like BF2042
  • Jump pads that only work for your own team (strategic placement to allow your team to jump over your own obstacles)

Destroy props when they're tossed off the map

Currently props just fall forever if they fall off the map- this needs fixing. Either make it use the kill trigger or add some sort of fall detection that makes it de-spawn after x seconds of falling?

UI: Options menu

  • Crosshair customization
  • Togglable aiming down sights
  • Aiming sensitivity multiplier
  • Camera field of view

Fall Damage

We could do with adding fall damage to the players in order to nerf rocket jumping.

Some kind of command in chat to change the map

Just a command to initiate global map votes for if rounds go on too long, probably need like 75% of the users playing to agree that it needs to happen or something, saying !rtv or !mapvote maybe

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.