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Issue tracker for Catch Me If You Can
People often think it's lag when they cannot tag someone immediately after they get tagged, we should make a display to show people how long until they can tag again
At the moment it just says you're not in any game server. Might be related to #11
The crosshair overlaps the scoreboard and main menu, it's worse in the main menu since you cannot click anything due to the overlap
Related to #15
A "Press [R] to ready up" at the top of the screen for the host will suffice.
We should make a display over the player's head with their name and role (ie. Developer)
"Don't do that we'll tweak it either way."
People go yeet across the sky
We should have all languages and their appropriate texts stored somewhere, and also a script where you are able to set a variable to be a certain TMP Text object, and the text updates appropriately to the configured language key.
Players get confused on how to use the controls correctly. Hints and tooltips would be cool.
Would be cool to have objects and hazards around the map, such as:
We should create a boolean under the ClientSingleton to store whether or not the player is already requesting to join a game.
Be sure not to play audio on dead or disabled players.
We should make a manager for version control. This could also be used when initializing server lobbies to prevent people who are out of date from joining.
We should get working on nametags above the player's head. And rank tags, for Developers etc.
When someone leaves, the table of players is moved down and many players are assigned a new ID. However, we update this ID everywhere except for the PlayerNetworking.playerId
and PlayerObject.ID
fields. We can update the PlayerNetworking one through player disconnection, and the PlayerObject one when the PlayerObject is removed from the PlayerObjects
table. Just loop through all of the List and update them appropriately.
F1 to toggle would be nice, just a simple control display at the top left so players know the controls.
The warning ReadNetworkIdentity netId:0 not found in spawned
appears quite often, always when a player leaves. The "0" in the error changes depending on the network identity's ID.
When requesting to join a game, or when joining a game failed, or when you get kicked from a game, there should be a dialog in the middle of the main menu that informs you of what is going on.
Makes it more fun for players who are not actively in a round
This causes two NetworkManagers to be on the scene at once, which is dangerous.
At the moment, all it does is change the other person's colour. A few effects go a long way, such as particles, cooler sounds, and even screen shake. Or even an animation.
Certain SteamIDs could have the Developer, Moderator and Tester tags.
It should include the player's status, how long they've been playing and how many people are in their lobby (if they are in one).
Allow players to customize their keybinds
Animation and sound taunts, sort of like in prop hunt
https://wiki.facepunch.com/steamworks/SteamFriends.OpenGameInviteOverlay
It's pretty traditional to have this in games for some reason, we shouldn't exclude it
It feels like you walk through invisible colliders, but it's just dead players.
Dead players should be able to see their own model and other dead player's models. Alive players should never be able to see the dead players.
Things like wall running, speeding up the longer you run (maybe a removal of the sprint system entirely), double jumps would be cool
Probably needs further investigation
This will be very helpful when checking if any UI is currently using the cursor, then we can use escape to close that UI.
In my opinion, 3 seconds is a bit long, I like to send messages quite fast. We should make it so if they send 3 messages in a timespan of 4 or less seconds, then we should add the timer for the next message.
Dead players are supposed to be invisible & have disabled collisions with alive players, but alive players see them as regular players; and dead players see them how they should.
There should be a soft cap to make the limit feel smooth, and a hard cap to prevent exploits if the velocity greatly exceeds the soft cap.
You cannot see other player's messages.
Side-note: We could also display "HOST" under the ping section in the scoreboard instead of that ugly 0.
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