Comments (2)
Related systems:
- Items
- #8
Elements presented in a view:
Each element has a
- Reference to Item (ScriptableObject), for now just referring to a dummy-ScriptableObject whose only attribute is
name
. - Current "cost" - the highest bid
from red-planet-rampage.
Concepts introduced
AuctionStage
(ScriptableObject)
An auction stage is a scriptable object containing a set of constraints for a bidding round. In essence, it holds information on how the bidding round is conducted:
- What is the duration of this auction round
- What items are up for auction
With that, we can further control how auction rounds progress to some degree by building more complex variants of auction stages, e.g:
- RandomisedAuctionStage: upon starting an auction round,
numberOfItems
items are selected at random (with/without replacement? - maybe both variants are good to offer from a design point of view... 🤔) from a pool of possible items contained in theAuctionStage
instance. - WeightedRandomisedAuctionStage: same as above, but each item in the stage get a weight - representing how likely it is for the item to be in the auction round.
- ConditionalAuctionStage: An auction stage that only takes place given some condition.
(These are all preliminary ideas for now, just noting down for potential future implementation)
BiddingRound
(POD object, Auction state information)
A bidding round is instantiated from an auction stage. It contains:
- The current items up for auction
- The current bids placed
- Tokens placed on each item
- PlayerID of top bidder per item
AuctionDriver
(MonoBehaviour)
The business logic for running the auction sequence. The auction driver is responsible for timing the auction stages, dispatching events throughout bidding, and distribute the items per active bidding round.
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Related Issues (20)
- Polish gamemode stuff HOT 1
- Coil + telescope does not shoot straight across network
- Annoying gap between invisible wall and greenhouse wall
- Gamebreaking bug in weapon select
- Cog and bolt tinkering achievement
- Gun switching does not work in builds
- No other players are able to join after returning to menu
- Refactor player spawning so server just starts spawning the required players, and we only wait for initialization
- DDR doesn't respond to inputs after leaving pause menu HOT 1
- Queue speedrun breaks levelselect
- AI Player cannot outbid player HOT 1
- Camera can be locked on ragdoll instead of showing scoreboards at times
- Mouse support in pause menu
- Large memory usage when using external monitor
- Going back to main menu reloads fullscreen mode setting
- Volume starts out lower than it is set?
- Yielding doesn't work when networked
- Not skipping intro cinematic locks players out of interacting with the menu
- Keybindings
- Synchronize tether body
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