darklordabc / feastivus Goto Github PK
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Custom game for the 2017 Frostivus competition
When the timer runs out, the game should show a score screen and then restart the round in the next level. This may be part of the round manager that @XavierCHN worked on.
Notes
Removing the processing part of the plate, plates don’t require processing.
You should be able to pick up plates and take them around. Plates can be picked up infinitely from the plate pile, in some levels plates may be limited. Items can be placed on plates either by dropping the plate on the item or dropping the item on the plate. You can still move and carry plates with items on them.
After picking up a tango from the crate (not a mango), the GUI changes to this. The old GUI should slide away in some nice fashion.
After succesfully chopping an item, this prompt comes up, telling players to collect a plate and then drop it off at a service area.
The last notification is to finish the remaining orders.
[ W VScript ]: Script Runtime Error: ...s\frostivus\scripts\vscripts\frostivus\objects\bench.lua:257: attempt to index local 'bench' (a nil value)
[ W VScript ]: stack traceback:
[ W VScript ]: ...s\frostivus\scripts\vscripts\frostivus\objects\bench.lua:257: in function '_on_use'
[ W VScript ]: scripts\vscripts\internal\util_unit.lua:18: in function 'TriggerOnUse'
[ W VScript ]: ...ripts\vscripts\frostivus\abilities\frostivus_pointer.lua:12: in function <...ripts\vscripts\frostivus\abilities\frostivus_pointer.lua:7>
You can right click to drop of an item on a bench and you will but you will sometimes end up not actually highlighting the bench, this is not right, you should be facing the bench before and after you drop the item on it.
If you are holding an item in a corner and right click a processing bench, the greevil will only turn, you need to click again. This is an inconsistency.
Gif: https://imgur.com/a/2COKf
I’m not sure, but it seems to be if you are already facing a bench and you right click a very close bench, the greevil will not place the item, he will only do it if you relocate yourself and them attempt.
Gif: https://imgur.com/76mUFzS
It's possible to work on a bench without facing it, this was the result of just right clicking on a bench. The greevil should have to have the bench highlighted before he can process it, or else it will result in him not facing the bench and looking silly.
Self-explanatory.
Animation plays even when there is nothing to pickup or drop.
GIF https://imgur.com/sACLU2W
Picking up a plate - https://drive.google.com/file/d/0B7dpugx95_vaOU9DYWxvbDZMbkk/view?usp=sharing
Dropping a plate - https://drive.google.com/file/d/0B7dpugx95_vaMFRvMElDRjJUOFE/view?usp=sharing
Picking up from a crate - https://drive.google.com/file/d/0B7dpugx95_vaaDFQdDZYNEZHalE/view?usp=sharing
Complete Order - https://drive.google.com/file/d/0B7dpugx95_vadjlHcm8taTZQREU/view?usp=sharing
Boost ability should propel the player forward the direction they are facing (not force staff), and limit their ability to turn and steer, this ability should also push other players out of their way so that it can double up as a mechanic to stop people blocking paths.
Also lower the default time limit to 4 minutes. Some levels may be shorter or longer.
Right now there is only one generic pickup sound.
Id like to have a pickup sound for:
Picking from ingredient crates
Picking up a plate
Picking up an ingredient
Picking up fry pan
cooking pot
and maybe a few others I'll remeber later.
Some for drop off sounds, dropping of into a bin or pot should be different from dropping on a bench.
I like the "chop chop chop!" sound but it will get grating if it happens to many times. Can you make it only have like a 1 out of 5 chance of playing? For the rest of the time, the default chopping sound should be these sounds https://drive.google.com/drive/folders/0B7dpugx95_vabnlORE9taC1VVDg?usp=sharing
Extra controllable greevils to simulate other players will be very useful for testing levels and how the cooperation mechanics work.
This can also later be refined to allow single player mode (Where one player controls two greevils and switches between them).
When an item is finished processing, the model does not change until you pick up the item, change it so that the model changes when the item is finished processing. For example, a tango chopped up will only changed to its refined item model when you pick it up.
We need a series of new models made up for the processed version of items and the items we don’t have any models for yet, see the bottom of the assets spreadsheet.
Add a place holder sound for when the greevil is working on the bench. The sound should loop while its chaneling.
sounds/physics/items/weapon_drop_heavy_02.vsnd
Add a sound for when an order is delievered: sounds/ui/inventory/treasure_reveal.vsnd
Add a sound for when an item is taken out of a crate: sounds/ui/inventory/paper_pickup_01.vsnd
The way it was before, where he says it once, was good, now it cycles the sound before it even finishes. For the rare chop chop sound, it should say it once, not cycle it like the chopping sound.
For now, we will use overcooked music as the placeholder and then change it later. Please set this as the looping music for stages. The music should stop at the end of rounds for special music we will use for the score screen.
https://drive.google.com/file/d/0B7dpugx95_vaWUx0cGV0aHhSem8/view?usp=sharing
The glow is not good, try to find another particle, something less ghosty and less obvious
is the highlighted bench which means guaranteeing that the greevil turns and faces it correctly.
I think the progress bar on orders may be hardcoded to only work properly with 60 seconds, I changed it to 80 seconds and the bar stays at full for what I assume is 20 seconds before it actually starts shrinking. FYI I changed it to 80 seconds from 60 seconds because it seemed not enough time.
Create 5 mini tutorial rooms, we can base them on the first level but make it smaller, like below.
We can add a hover green icon above benches we want the player to use. We can reuse this floating green arrow particle in the real game too if we decide to we want to help players know what to do. Also, we can use the message center @XavierCHN is going to make to give instructions on what todo.
Tutorial room has
3 Orders are:
Tango
Mango
Mixed Tango Salad
The player will have a graphical prompt telling them what they have to do. When they successfully complete the 3 orders, the tutorial ends and they go to the first level.
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