planetkit
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Kaboom initial kinda-playable release
This is not the "a real game you'd want to play" release, but rather the very first release where it's technically possible to play and tell who is winning.
Mandatory:
- [x] A simple projectile weapon that explodes on a timer. (Easier initially than colliding with terrain.)
- [x] Recognise explosion near a player (same radius as explosion)
- [x] Give points to player who fired the projectile
- [x] Log message about the kill
- [x] Re-spawn the victim (initially just move the entity rather than re-creating it)
- [x] Communicate about grenades, explosions, etc., over the network
Desirable for a release soon after:
- [ ] Explosion effect (just a temporary yellow sphere)
- [ ] Blow up terrain around the explosion
- [ ] Convert real space coordinates to grid space
- [ ] Smooth chase cam to paper over the awful blocky movement of CellDwellers.
- [ ] Dumb bots that just walk around waiting to die.
Explicitly out-of-scope:
- Non-grid based movement (I'm not touching this until the ECS-friendly nphysics release)
- Any kind of HUD. Log messages to know what's going on only
What do you need from nphysics
for non-grid based movement? Is it planned to be included soon in nphysics
?
@Ploppz From https://www.patreon.com/posts/whats-next-on-0-16264116:
Compatibility with ECS-based designs. The physics world will be Send+Sync so it can be used safely on ECS systems. (Previous versions of nphysics used Rc<_> internally, breaking those properties.) However, nphysics itself is not implemented as an ECS (because I think it does not fit very well).
Expected pretty soon.