eulemitkeule / blobby-volley-world Goto Github PK
View Code? Open in Web Editor NEWA competitive multiplayer volleyball game made with the Unity Engine.
License: ISC License
A competitive multiplayer volleyball game made with the Unity Engine.
License: ISC License
During beta phase no custom servers will be hosted by users, so a server browser is not needed.
Either the button should be greyed out or completely deactivated.
In beta phase only the gym map should be available to play, therefore the map change buttons shouldn't be interactable.
Currenly used sprite is a low-res obsolete player shadow.
Button should be greyed out when no username is assigned.
While the queue is active, the name should not be changeable.
New and fresh sounds are needed for hitting the ball, whistling, bomb ticking and bomb explosion.
For example: when blackout is done, stop the server, the the client will blackout again and then be stuck on a black screen.
Something with the ClampedNetPosition is not working for outer players in double fixed mode.
Seems like the outer players can jump over their quarter limit. They will get reset shortly after, but this is not expected behaviour.
Ball has to check for player grounded faster then currently.
While play-while-queue feature isn't implemented, the queue should stop as soon as the user clicks any button in main menu or clicks the username label.
Otherwise the API queue counter would serve no purpose.
Currently the ball is using the basketball skin. While the ball skin feature isn't integrated, the ball should always be a volleyball.
Will need separate ai states for that mode, so AI holds the jump button longer, maybe with random offsets.
Probably the Play vs AI button should be greyed out during beta phase.
This dictionary should map every assignable key to a readable name that will be shown on the control buttons on the settings page.
It also will be used to make only those keys assignable to controls in the first place.
The players get reset to their spawn points in double fixed after each play. The spawn points should rotate as the players are rotating (volleyball style position-rotating).
Should be fitting to the glow and shading of the player.
Looks bad when next to the other playerMode icons.
Current sprite is too short.
Credits are not needed in game during beta, because they could be easily provided within the readme file (see #11).
This causes the weird positioning of the shadow, which is actually positioned correctly.
Maybe look at the PR in the BV2 repository where some guy implemented it for blobby volley 2?
Color grading should only affect the map, not the game entities or the UI
Happens often if you play the ball straight downwards or when multiple map collisions happen at the same time
When scaling the ball via transform in game, the collider size isn't scaled accordingly.
Best fix would be to scale the sprites beforehand, so the transform scale remains at 1.
AI should only try to make the first shot in double mode, if it's not greyed out. Otherwise it will always lead to a fail.
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