3.5 KiB
Full game systems (hardest part)
- Star day modifiers
- research unlock
- Mess and cleaning (How it works in VR?)
- Automation basic logistics (SharedInventories)
- Player charaters and customization (Hat Selection and mirror)
- Sound effects and music
- Animated customers (Pathfinding)
- Acheivements (Statisticsmanager)
- Level generation
- Proper 3D models (Git gud @ blender) [Undecided]
- Automation logic, wireing
- Decorations
- Win condition / across games reward / progression
- Fire
- Arms (Inverse Kinematics) [Scopecreep]
- Freshness
- Fullbody tracking (Height calibration)
Station inheritence suggestion
Station WorkStation (performs work on a food item to convert it) Hob Sink Counter StorageStation (one snap zone and list of positions, FILO item dispenser, like a gun magazine) Shelf PlateRak Dishwasher SharedInventoryStation (one snap zone, shares a list of connected stations with which items exist in each of them) Table Belt Dispenser
Multiplayer bugs
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despan flicker for clien broken
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client keep autorityu of thrown object until lands
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in build mode, snap zones off, stations disabled
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players can steal from each others hands
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pickables being picked up is not RELIABLY synced
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sounds played on pickable in new script / node, when collides or picked_up or dropped, server tells clinetns with RPC to play sound
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Contaioner / plate sometimes doesn't sync to clients that it picked someting up. Only when client moves a plate near a hamburger that is in a station,
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Update stations to have enable function thaat _tate_stations in network manager calls instead of disableing processing
Stations
counter hob sink table extra knife extre rolling pin mop bin
Food dispensers
burger buns potato tomato onion flour pasta plates meat cheese
Automation
belt inserter splitter mixer blender dishwasher flinger / catapult
Storage
shelf freezer frozen prep station equivilant
Control
Phone Napkins (no mess consumable) sharp cutlery (eat faster consumable) Self order terminal
inserter filer output min empty space slider
belts share inventory
tables share
Shared INventory Raycasts[] Area3D
list
Customer design
- A customer is a simple goto point object. has queue_patience float
- A customer is spawned in street, told to move to QueueController Area
- A QueueController tracks the entered customer and tells it to take a queue position
- A QueueController displays a progress bar above door of queue_patience of the customer in the Area3D with the least patience.
- On new table available, QueueController tells front customer in queue to sit at table
Modifiers
- Disposable plates. no washing. much less money
Weird ideas
- carry 4 plates. A snapzone on forearm that only accept plate, and drops it if tilted too much. Real waiter feel.
Research
- Reasearch is its own currency.
- You unlock items in shop with reseach points. Then you can buy them. You "buy" the same tile twice.
NEtwork TOTO
- Make gamemanager a node with syncroniser
- All stations need syncronizers
- Pickable not synced cooked burger on hob example
- Client purchases don't spawn items from shop. RPC adventure
- Client can not move stations including hobs, on_move handle drop is called, network pickable authority is given. but station not moved