Lightcaster-Studios / Lightcaster-Studios/Beamerman

Lazer Firing Mechanic Rework

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#100 1 comment 0 reactions 0 assignees View on GitHub

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Feature.Laser For Discussion PlaytestFeedback Task.Enhancement
Dominant language
C++
Stars
1
Forks
5
PR merge metrics
No merged PRs in 30d

Description

Based on the recent playtest, most players dislike our current lazer firing mechanic.

The common complaints are:

  • Dislike charge up time (too long)
  • Dislike movement lock
  • No incentive to use mirrors
  • Projectile speed too low
  • Projectile range too short
  • Projectile reflect level too low

Proposed Rework:

  1. Change firing mechanic to use "drones" (Implemented in #103)
  • Drones are deployed when the player attacks, and performs the lazer charge-up and firing on behalf of the player
  • Players are no longer movement-locked
  • Players have drone charges, which are consumed when firing and regenerate at a fixed rate up to a max capacity
  • Players are (hopefully) more incentivized to use reflects and such, since their damage is now made more indirect
  1. More powerful lazers
  • Buff projectile speed
  • Buff projectile range (experiment with infinite range)
  • Buff projectile reflect level to 3 (a reasonably visible amount of reflects)
  • Experiment with lazer pierce
  • Note: Increases to powerup values and/or spawn rate can also remedy the above issues

Issue History:

There are two solutions, and the community has been engaged to pick one.

  1. Cooldown/Ammo System
  • Instant firing of lazer, no charging!
  • You can fire as many times as you have ammo
  • Ammo refills by 1 every x seconds (up to your capacity)
  1. "Bomb" system
  • Similar to bomberman bombs
  • You leave behind a drone, which does the charging and firing for you so you are free to move about
  • The drone also blocks other players' movement, watch out that you dont trap yourself!

The results will be tallied tonight (3 Apr), 2359 and this issue will be updated.
Edit: Results are a tie, the team has decided to go for the bomb system.

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reviewing the drone implementation referenced in #103 and the issue's final decision to use the bomb system. Compare the current behavior with the listed goals for movement, charge regeneration, projectile speed, range, reflects, and pierce. Done is not precisely defined because the issue leaves several values for experimentation and does not name files or tests.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp, unreal-engine
Domain
game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
15/100

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