Parkour Painters is a multiplayer s&box created during a game jam. You parkour across the map, engaging in battles with other gangs to determine who can graffiti the most spots.
Want to chat with the devs? Join the discord.
Parkour Painters is a team-based game where you tag graffiti spots to get points for your team.
Parkour Painters is a multiplayer s&box created during a game jam. You parkour across the map, engaging in battles with other gangs to determine who can graffiti the most spots.
Want to chat with the devs? Join the discord.
We need a 3d model for the spawner as well, maybe just use the same google icon I'm using for the appropriate powerup in the UI? There are a few powerups already implemented, just need a way to pick them up from the spawner.
Some throwable projectile, trundler had some ideas
The player should be able to grind the entity I put in
Like in PowerWash simulator, when the tag is at 100% it should shine like this:
https://youtu.be/e_-pimmESN0?t=214
It's already set up in the shader, glow colour could be per team or just a universal colour, power is just for tweaking the strength of the effect.
Mix should be at 0 while the tag is being sprayed, at 100% it could be transitioned to 1 quickly then back to 0.
UI element to tell you who won the game and stuff
NameWorldPanel
don't stretch to contain and instead cause a random line break. https://cdn.discordapp.com/attachments/1092539413495549983/1092539629409943632/image.png@trundler-dev
https://github.com/apetavern/parkour-painters/blob/main/code/UI/Inventory.razor#L11
Held item doesn't get networked to the player, therefore this fails to update if you are spectating said player.
There might be some nice things we can do in terms of camera effects, i.e adjusting the FOV when the player is moving fast. Play around with it.
Some system that allows the player to dash in air
Maybe we can do a little particle to showcase that the player has a power-up, maybe a trail or something like that on the player? @JammieDodgerr
Handle both of these TODOS:
https://github.com/apetavern/parkour-painters/blob/main/code/State/States/GameOverState.cs#L88-L97
Here is where we add the score to the UI
https://github.com/apetavern/parkour-painters/blob/main/code/Entities/Spectator/GameOverSpectator.cs#L112
Some system that allows the player to crouch slide, maybe it deals damage / knocks players out of the way?
dasdasd
@JammieDodgerr
The spray can is really small
This way, the user won't pick up a crowbar when they see a plank or a baseball bat, and so on.
When someone picks up the item, it should fade out a bit more, and people unavailable for x seconds.
Make sure to cap the grind velocity as well
Dashing, walking, etc. disabled when grinding.
The character will go around spray painting different things, add some generic inventory system where for now the spray paint can is the only item equipable. Maybe we add more items, but who knows.
If we could get in some waiting music that'd be cool
I think you can look at how it was done in Fortwars for the bogroll.
it sucks right now jumping from a wall, you have to hold in the direction of the wall and then press jump. If you move away from the wall and then jump, it will fail. Let's fix this.
With the changes for item pickups, we need to address the desired behaviour for the inventory.
Setup active weapon input as [ClientInput] in Player.Input.cs
Allow players to switch between weapons
Inventory has only two slots: Spray Can and Secondary Carriable. Might be worthwhile to get rid of the networked IList since there will only ever be one variable item in the list
Give spray can ammo. One of the pickups will be spray can ammo, which will add ammo to the existing spray can carriable.
Anything else you can think of to make way for pickups.
Shadow brain added the crowbar and other weapoons, we should add these.
What happens when a player joins a game?
Kill yourself and use the paint can while dead
Go towards a wall where jumping would make you grab onto the ledge. Jump towards the ledge while holding forward, notice that the character goes from the sliding animation to the hanging animation which looks like shit.
When you look behind you your neck constantly moves between left and right
See in the video the first attempt just sent me up and backward instead of forwards:
Not a major issue but the current workflow is:
This + not being able to see the mesh in hammer makes it quite fiddly, is it possible to give it the toolsobjective texture?
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