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1Business RulesTechnical Notes 1Technical Notes 2Prodution Notes
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2Player enters the scene at a random position outside the planet.Pick a random number from 0 to 360 where 0 is the forward vector of the global world origin. Pick a random distance from 5 to 10 units from the global world origin
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3The spawn point is placed far enough from the other players.Determine the distance from all players and the spawn point, if the spawn point is less than 5 units, regenerate a new spawn point. Otherwise use the spawn point.
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4Player will use their controller bumper to determine the new position of their ship.On bumper press, use the cursor location as the new ship waypoint.
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5The ship will automatically move to the new position.Move the ship to the latest way point
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6If the player chooses another point during the transition, then the player ship will move to the new position.Lerp the ship to the new position
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7The ship will avoid the Planet when moving to the new positionShoot a ray from the current ship position to the new position, if the ray intersects the planet, calculate a rotation arond the planet, simulating an orbit around the planet. Continously generate a ray, when the ray does not intersect the planet, plot a direct course to the way point.
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8The ship will automatically send out radar to determine the location of the opponent.MVP - simulate a radar by expanding a large sphere via scaling it. When the cube collides with a ship, then that ship is pre-detected. Shoot a ray to the ship, if the ray hits the planet, then the enemy ship is removed from the pre-detected list. When the radar reaches a scale of 5, then the ships in the pre-detected list become 'detected'.To add a texture we must flip the normals of the sphere
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9Ship radar will not penetrate the PlanetSee #8
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10Player will fire using their controller trigger.On trigger pull, use the last known radar position as the target position (MVP)Use direction vector of enemy ship, off set to shoot in front of enemy ship.
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11Ships will shoot one torpedo (MVP)Ships will shoot one torpedo (MVP) Each ship will have an torpedo complement of infinite shots (MVP)Ships may shoot a volley of three or more shots.
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12A ship will have a starting shield power level of 100 units100 (MVP)Ships may have a power level of more than 100 units due to Advanced Civilisation/Technology
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13A hit will result in the shield losing power level units10 (MVP)Ships may reduce their damage and lessen the unit damage level due to Advanced Civilisation/Technology
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14A ship will zero percent shield that is hit will be destroyedShip will have escape pod that will leave system, if the escape pod is destroyed before it can leave the playspace the player loses. If the pod makes it out of the system, the player respawns.
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15A ship that collides with another ship will result in both ships being destroyed
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16The winner player is the player that destroys all opponentsMaintain a player array. When the player array count reaches 1, then the player in the first slot is the winner
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17The Global World Orgin may not be less than 5 feet from the floorMake sure that floor plane detection is enabled. Ensure that there is a plane under the Global World origin. Shoot a ray and determine the distance. The distance should be 1.5 units.
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