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game's Issues

Remove Weapon when dead

When Killing the Zombie, the Current weapon hitting the ragdoll itself which makes the ragdoll move, and repeats itself.

Make advanced map

This will be(or atleast close to) the main map of the game through out the development.

Look into how to set up a heightmap efficiently, what sizes, chunk sizes etc.

Required features:

  • Varied height
  • Mountains
  • Lakes

Drag and Drop inventory items

Implement drag and drop support for inventory items in W_inventoryMain. Items should be drag and droppable from inventory list to equipment list and back.

In draggable widget, override OnMouseButtonDown, and according to https://youtu.be/o8m9SY9QoWo?t=6m2s

Still in draggable widget, override DragDetected and implement like https://youtu.be/o8m9SY9QoWo?t=8m3s but with inventoryItem as Payload. Also make sure to remove the item from the place it was dragged from.

In the widget slot to drop the item into, set visibility to visible in behaviour(this might need to be set for the root widget instead) and then override OnDrop and cast operation to our draggable widget. From here the dragged item can be retrieved as the dragged widget's Payload. Something slightly similar to https://youtu.be/o8m9SY9QoWo?t=8m45s

Add some more weapon(s)

Currently in game:

  • SharpenedRock
    Is a the most simple melee weapon and tool. Can be craftafted using only one Ore. Deals very low damage. Can be used form shopping smaller trees and zombies if you are careful.

  • Axe
    Is another very simple melee weapon and tool. Consists of SharpenedRock and a stick. Thus slightly more advanced to make, but still very simple. Does everything that SharpenedRock does but better, deals more damage has longer range.

  • BasicBow
    a ranged weapon, the most basic of the bow family. Very silent weapon type. Deals some damage but is not very accurate when compared to better bows.

  • CustomizableRifle
    a ranged weapon, very easy to shoot for a ranged weapon. Ranged weapon with highest projectile velocity. Very loud type of weapon. Rifle can be built from different parts thus allowing for great customizability. Eg. long/medium/compact high/medium/low tolerance smooth/rifled barrel, flintlock/bolt action/semi-/full auto, front loaded/single shot/dual barrel/clip/internal- /external magazine. (All parts not added yet)

To be added to game

  • RecurveBow
    a ranged weapon, basicly an much improved version of BasicBow. Launches arrow at a higher velocity and thus deals more damage and is much more accurate at further ranges.

Can not hold handheld items with physics

When attaching a handheld item with physics enabled for its components to the character, the item will not stick to the character. It will simply stick to its previous location.

Decorate map

Decorate map with things from #35.

Make a copy of FirstPersonExampleMap and decorate the copy!!

The most important point of this issue is for the one solving it to learn how to decorate. The map used currently will be replaced in the future with the actual map which is when those skills will come in really handy.

Thus play around and learn as much as possible!

Chopp down tree

Add the ability to chopp down trees using an axe into logs/sticks and to turn logs into smaller logs/sticks.

Thus need to add Tree, Stick, and Axe

Improve trees

Change the mesh on the trees into something more appropriate. Preferrably add multiple different tree types from content added in #35

Add support for vehicles

Add support for vehicles

Make some good class interfaces for generic vehicles inorder to simplify the implementation of more vehicles down the line.

What should all vehicles be able to do?

  • Be driven(possesed by player, and store the players character until he/she exits?)
  • Potentially allow for passengers(how?)
  • Have an inventory for storing items
  • ...

Add auto health regeneration

Health should slowly refill itself on TestCharacter and its child classes.

NOTE! This is only place holder for more advanced health system in future.

Add an ammo system

Add some sort of ammo system, where weapons have limited ammo.

This issue will probably require some thought in irder to get it right. DISCUSS!!!

Kill deer

Make it possible to kill deers. The player should then be able to in some way get stuff like meat and leather from it.

Make a basic map

Make a basic map in order to get a better feel for how the game will look and feel like

Ragdoll death

When a character dies it should fall ragdoll-like

Add more items to craft and craft with

This issue focuses on the crafting- and obtaining side of things rest is up to #45

  • Rope(can be made from bark of some select trees or from fine cut leather)
  • Feathers(from killed birds or dropped by living ones)
  • Resin(from select trees)
  • Glue(resin)
  • Feather fletching(made from feathers, glue, and ropes)

dragable stuff in inventory.

The inventory items is currently only dragable by the thumbnail and not the "?" button is pressed. and vice versa when the "?" button you cannot dragg items.

Add support for multi result recipes

Crafting recipes should be able to result in 1 or more of the resulting type.
For example crafting sticks with a wooden log results in 10 sticks.

Add items

This issue design and mesh rest is up to #44

  • Rope(can be made from bark of some select trees or from fine cut leather)
  • Feathers(from killed birds or dropped by living ones)
  • Resin(from select trees)
  • Glue(resin)
  • Feather fletching(made from feathers, glue, and ropes)

Multiplayer

Look into what implementing muliplayer means

Add arrow for bow

Make an arrow, that can be shot from the bow. Also add recipe for crafting arrows.

To start with the arrows does not necesserily be consumed when shot. This can be implemented once to ammo system has been implemented.

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