vault backup: 2023-08-26 11:36:11

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zleyyij
2023-08-26 11:36:11 -06:00
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# Genre
## Prior discussion
> But, in a nutshell, if you can imagine a roguelike game where the upgrade system is built on zachtronics logic, and the gameplay is akin to a X survivors/20 minutes till dawn
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063114912118882424)
bullet heaven/roguelike
Very difficult
# Premise
## Prior discussion
> Your character is a moving turret in survivors type games
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063679159739621417)
> I want to do a fall from the top to the bottom and climb to the top and out sort of thing
The setting is already future dystopia
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1122259852769640518)
[General plot discussion](https://discord.com/channels/749314018837135390/1063050222617509988/1063680866833944648)
## Premise spitballing
## Final Premise
### Setting
- Cyberpunk-esque
- Dystopian future
- Fight club in the future
### Vague Plot Outline
The player has a dystopian 1984-esque, job, you start to 'think different', you get kicked out of your house, you discover something hidden/evil, you get kicked down to 'the gulag'. As you progress, you get better and better. Ending should be brutal/bittersweet.
The player gets knocked down to the "under city", the older city that's been built over. The first layers are a combination of older/garbage tech, scrapped together from trash and leftovers. As you get higher, the tech/quality improves.
You escape the gray and murk, and you go to the green place. Associate green with classical music
Trees could be bridge between levels? Possibly sunlight?
Trees/nature could be valuable/sign of wealth. possibly currency?
#### Opposition
Corrupt Government/gangs/corrupted system and status quo
Fallout 4-esque bad guys. multiple orgs that exist because of the world, not one evil entity
### Progression
Not levels, arenas, sort of. Very large arena. Complete fighting to progress to next arena.
Each arena could take 0.5-2 hours to complete
10-30 hours for total playthrough
# Aesthetic
## Prior Discussion> Iso<br>
3d in a fixed iso-ish camera<br>
The artstyle would be pretty much Cloudpunk/Transistor with our own twists<br>
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063680514478837840)
> It's unapologetically cyberpunk themed
> With all the flavor that comes with that
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063710949518880839)
> Since we're doing a futuristic dystopian thing with skyscrapers above clouds and murky grey
I thought, man, wouldn't it be cool if this was kinda like bladerunner with necromunda tones<br>
To where, at a certain point in the game, you're dropped to the pre-city, which is old as balls
And people still live there and use a bunch of garbage old world
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1122258872820842598)
## POV
Isometric top down, bouncy, dynamic camera
## Art Style
Very pixellated - k9
Voxel/pixellated
Cyberpunk
- What other games have a style that we can take inspiration from?
1. Transistor
2. Cloudpunk
## Music
#### Prior Discussion
> I need you to sit down and absorb yourself into the world of darksynth
> [Examples](https://discord.com/channels/749314018837135390/1063050222617509988/1082094124066414682)
> I had this idea where the soundtrack across the game as a whole gets a little bit more acoustic and classical to represent the escape from techno dystopia
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1082093811808870450)
> [Sample](https://discord.com/channels/749314018837135390/1063050222617509988/1078184750117830708)
[k9](https://discord.com/channels/749314018837135390/1063050222617509988/1078184750117830708)
- Ping k9 for music talk
- Dynamic music generation?
- Classical music for more green
# Mechanics
## Prior discussion
>No, which is what makes it a survivors type game<br>
You build the behavior of the gun<br>
> The gun shoots itself<br>
>
/by its own
[Drei](https://discord.com/channels/749314018837135390/1063050222617509988/1063678609082040381)
General discussion about modularity, weapons should have a small amount of modules, with a large number of combinations
[Source](https://discord.com/channels/749314018837135390/1063050222617509988/1121064670263001100)
## Weapons
- Modular weapons
- Upgrade/module station that you visit to change certain parts
- Changes like attaching a scope to your gun, or a silencer could be done on the fly
- Weapon scripting system? (every third shot, use modifier). Could also script tagalong buddy. *Should be flushed out later*
- Progress through tech eras
#### Modules
- Upgrade tree for the different categories from spending cash
### Weapon tiers
- Top level modifiers (silencer, scope)
- Modules (modify gun characteristics)
- Base (weapon that you find)
## Armor
- Shield generation
- Maybe attack/defense modules
## Death
Drop currency, a lot of guns and modules, everything respawns when you die.
Eventually get booted back to the beginning
Possibly have persistent "revive" tokens?
Spend currency to get lives
# Modding
wasm?
whatever, we can look at this later
# Technical Stack
## Engine
- [x] Unity
- [ ] Unreal
- [ ] Gadot
- [ ] Engineless
- [ ] Other
## Source Control
- [x] Git (Github? Self hosted?) - Github
- [ ] Unity VCS
- [ ] Other
## Collaboration
- [x] Discord
- [x] Codecks
- [ ] Github Projects
- [ ] Trello
## Style/practices
- Code review - not necessary for now
- Unit testing - https://docs.unity3d.com/Manual/testing-editortestsrunner.html
- Style guide - Google's
## Documentation
- [x] Markdown folder, comments
- [ ] Google Docs
- [ ] Notion
# Leadership
stay flat rn
# Fox's input
- Gadot primarily, unity for the engine
# For next meeting
actually do stuff and make things

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# We'll call this shell purple
Primary background: \#1E2030
alternate background: \##191b29
Text color: \#C0CAF5
Cyan Highlights: \#0DB9D7
# Pipe's Nord
https://github.com/PipeItToDevNull/PLN
Primary background: \#3b4252
red: \#bf616a;
orange: \#d08770;
yellow-light: \#ebcb8b;
yellow-dark: \#e4b860;
green: \#a3be8c;
purple: \#b48ead;
sea-green: \#8fbcbb;
cyan: \#88c0d0;
frost: \#81a1c1;
blue: \#5e81ac;
salmon: \#FC6E68;
# 47c Deep Purple
Dark background: \#180c34
Lighter background: \#281c44

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#notes #programming #rust
Absolute paths function as intended
`cd .` takes you to the bianary location
#### Relative Paths
- Paths that are relative can be appended to the current dir
- `..` should strip the directory before it from the path
- `.` can be entirely removed from the absolute path and the endpoint will not be changed
### The Solution:
As it turns out, both Windows and Unix have prebuilt functions that handle cleaning up paths, that are implemented under `std::fs::canonicalize` https://doc.rust-lang.org/std/fs/fn.canonicalize.html

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#laptop
#documentation
#issue
#closed
#linux
02/02/2022
Because wifi was broken by a pacman update, Im reverting to an older point in the repos(01/01/2022).
When updating via pacman -Syyuu, `error: failed to prepare transaction (could not satisfy dependencies)
:: installing expat (2.4.2-1) breaks dependency 'expat=2.4.4' required by lib32-expat
:: installing libcap (2.62-1) breaks dependency 'libcap=2.63' required by lib32-libcap` is returned.
`lib32-expat ` is an xml parser library [Arch WIki](https://archlinux.org/packages/multilib/x86_64/lib32-expat/), and lib32-libcap is some posix document `[arch wiki](https://archlinux.org/packages/multilib/x86_64/lib32-libcap/)`.
New solution: downgrade lib32-libcap(2.63-1 to 2.62-1) and lib32-expat(2.4.4-1 to 2.4.2-1)
Was going to use expat 2.4.3 but caused dependency issues with the 64 bit version. V2 successfully worked
sudo pacman -U /var/cache/pacman/pkg/[PACKAGE].pkg.tar.zst
After the above downgrade, `sudo pacman -Syyuu` with “y” on skip the lib32-expat and lib32-libcap worked, but returned
error: failed to commit transaction (conflicting files)
hwids: /usr/share/hwdata/pci.ids exists in filesystem (owned by hwdata)
hwids: /usr/share/hwdata/pnp.ids exists in filesystem (owned by hwdata)
hwids: /usr/share/hwdata/usb.ids exists in filesystem (owned by hwdata)
[referenced documentation for below as on garuda forums](https://forum.garudalinux.org/t/help-cant-upgrade/16237/2)
Couldnt figure out how to fix above issue, attempting a different date(15).
ISSUE CLOSED.
Solution, using the rollback repos to rollback to 2022/01/15

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#laptop
#issue
#open
#linux