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parkour-painters's Introduction

Parkour Painters Logo

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.

Screenshots

Gameplay Trailer

Gameplay screenshot 1 Gameplay screenshot 1

Discord

Want to chat with the devs? Join the discord.

parkour-painters's People

Contributors

jammie3d avatar matekdev avatar matt9440 avatar peter-r-g avatar shadowbrian avatar thenameismatt avatar trundlr avatar

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Forkers

gio3k

parkour-painters's Issues

Add powerups to spawner

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.

Projectiles

Some throwable projectile, trundler had some ideas

Add grinding

The player should be able to grind the entity I put in

Set up graffiti shine effect at 100%

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.

image

Play test issues 04/03/2023

@matekdev

@Matt9440

@peter-r-g

  • DEBUG pre-processor doesn't get removed when publishing as it should. Make all debug overlays go behind a ConVar instead.
  • NRE in GameOverSpectator.LerpToSpot https://cdn.discordapp.com/attachments/1092539413495549983/1092541954602053693/image.png
  • Ammo should be incremental instead of resetting ammo to the max every time.
  • Collecting ammo should disable the spawner temporarily.
  • Change default config options.
  • Spray cloud doesn't match the team's spray color.
  • Spray gets stuck when you get dazed.
  • Game over camera jitters.

@ShadowBrian

  • Difficult to find ammo spots in streets map.
  • Yakuza spray doesn't have a very visible dissolve.
  • Melee hold animation is too rigid.

@trundler-dev

Add camera movement effects

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.

Add dashing

Some system that allows the player to dash in air

Powerup particle

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

Add crouch sliding

Some system that allows the player to crouch slide, maybe it deals damage / knocks players out of the way?

Play test issues 03/31/2023

@matekdev

  • Long names mess up ping in scoreboard.
  • Can't type while in GameOverState.
  • Dash into jump is nuts.
  • Long names in chat should use ellipsis
  • Spectators can't use chat.

@peter-r-g

@JammieDodgerr

  • Grind spot start points are a little off on the map.
  • Create "can't spray" particles

@Matt9440

  • People from different teams spraying an area at the same time will constantly create sprays.
  • Spray positions make no sense.
  • Implement "completed" animation on the material (with a sound of some sort too). #31
  • Spray trace needs to be a cone or just wider.
  • Show "can't spray" particles when hitting a surface that isn't actually taking your paint properly.

Update CarriableSpawner to support BodyGroups more intuitively

  • The CarriableSpawner should show the bodygroup variation of a carriable being picked up, and then the weapon picked up should match what was shown at the spawner.
  • Between pickups, the bodygroup should be randomly changed.

This way, the user won't pick up a crowbar when they see a plank or a baseball bat, and so on.

Additional Spawner Logic

When someone picks up the item, it should fade out a bit more, and people unavailable for x seconds.

Spray paint "weapons" system

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.

Waiting music

If we could get in some waiting music that'd be cool

Give more leniency when wall jumping

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.

Inventory Feature Work

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

    • 1 goes to Spray Can (always in inventory)
    • 2 goes to some picked up carriable, if available
    • Re-pressing the key for a slot already active will holster
  • 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.

Add weapons

Shadow brain added the crowbar and other weapoons, we should add these.

Add free camera spectating

What happens when a player joins a game?

  • They should be able to free spectate
  • They should be able to loop through the active players and spectate them

Animation bugs out between hanging and sliding

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.

Placing graffiti spots on angled surfaces is awkward

Not a major issue but the current workflow is:

  1. Create a block mesh near desired wall, transform into positon.
  2. Tie mesh to func_graffiti_spot
  3. Fix rotation of func_graffiti_spot
  4. Fix rotation of the parented mesh

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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