Dev Log #2: Expanding the Framework



Version: 0.1.1
Date: 2025-05-02
🎉 New Additions
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Basic Settings Menu
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A lightweight in-game panel for core options (graphics quality, audio volume).
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Built to be extended in future: will plug into our Json-driven
GameConfig
.
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Jump Distortion Effect
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A player “squash and stretch” shader triggered on take-off and landing.
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Adds a visceral sense of weight and momentum to every leap.
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Eyebrow Emotion System
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Four presets—Fear, Anger, Neutral, Happy—driven by blendshape values on the character rig.
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Triggered by game events (e.g. low health → “Fear”, picking up power-ups → “Happy”).
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SyncVar-backed so every client sees your avatar react in real time.
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Grappler Weapon
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A hook-and-line tool that fires a tether, then reels the player toward the target at high speed.
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Uses Mirror’s reliable RPCs to synchronize hook position and reel-in across all clients.
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Breakable Projectile Weapon
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Fires network-spawned shells that shatter designated walls on impact.
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Already prototyped small-scale destruction; plans to expand interactions with players, enemies, and environment in future.
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Local Destruction System
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Walls now fracture into rigid pieces on enough hits, with synchronized physics impulses so every player sees the same explosion.
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Fragment auto-destruction keeps the scene clean after a configurable lifetime.
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🚀 Progress So Far (Dev Log #1 + #2)
Core Networking & Discovery
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Mirror Networking on Unity 6, LAN auto-discovery and seamless “lobbyless” connect flow.
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No-lobby peers broadcast and join automatically, with auto-reconnect and host/client roles fully supported.
Player Systems
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CharacterController + NetworkTransform for smooth, jitter-free movement.
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First & Third Person Cameras: toggleable, with DPI-aware sensitivity.
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Jump Distortion Shader adds tactile feedback on every leap.
Customization & UI
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Username & Color Picker: six-color palette, synchronized via SyncVars.
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Pause Menu with live camera zoom, in-menu color slider, and UI slots for collected items.
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Basic Settings Menu introduces a persistent options panel, ready to expand.
Interaction & Items
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Pick/Drop Framework: generic
CollectibleBase
, authority transfer, SyncVar hooks, UI integration. -
Flashlight & Firearm Prototypes:
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SyncVar-driven light toggle, authority-based input.
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Network-spawned bullets with configurable speed, gravity, impact VFX.
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Grappler Gun for rapid traversal.
Destruction & Physics
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Eyebrow Emotions: blendshape control drives avatar expressions on key events.
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Projectile-Breakable Walls:
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Networked wall hits count, fracturing into pieces.
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Server-spawned fragments run a client-side
FragmentPiece
script to apply explosion forces. -
Auto-destroy cleanup via
FragmentsAutoDestroy
.
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What’s Next?
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Polish the config menu and expose more Json settings.
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Deep-dive into cooperative mechanics (lever puzzles, boss AI).
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Flesh out PvP arena rules: respawns, scoreboards, power-ups.
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Expand destruction interactions: vehicles, larger set pieces, ragdoll physics.
Stay tuned for Dev Log #3, where we’ll tackle co-op level scripting and first pass at enemy AI!
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