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An in-house engine for some of our games, like Carmine Impact!

Home Page: https://harpnetstudios.com

Shell 0.04% Batchfile 0.01% C 74.29% C++ 25.34% Objective-C 0.26% CMake 0.06% CSS 0.01%
cardboard-engine carmine-impact cube-2 game-engine sauerbraten

cardboard's Introduction

HarpNetStudios

cardboard's People

Contributors

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Stargazers

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cardboard's Issues

New weapon models

Replace the current placeholder models with ones that will be used, or new placeholders.

Gamemode specific binds

They have higher precedence than regular binds.

Command could be gamebind <mode> <key> <command> or something of that nature.

Mouse captured in menus

Ideally this behavior should be changed in some way that doesn't impact the ability to lock the mouse when needed in-game as well as the software mouse.

Health and Ammo drops

To make the game actually playable. Random chance of dropping either health or ammo (based on fraggers current stats?)

Add support for FreeType

This is an issue due to 2 factors:

  • The font we are using only provides a few accents plus Cyrillic script
  • The bitmap font rendering system that is being used is incompatible with higher range Unicode, as well as bitmap fonts being an outdated technology.

The way I propose implementing this is to implement the SDL2_ttf extension. That way, a traditional .TTF font can be used by the game to render all text. This will all improve localization efforts, because with the current system, we would need an incredibly massive amount of bitmap font sheets to cover Asian languages.

Rewrite README

It's in pretty bad shape right now. Improve build instructions, link to Steam page, etc.

Bots get stuck at hill spawns in precipice

There are several spawns and points in the map that aren't connected to the waypoints. This causes the bots to get stuck until they get respawned or pushed close enough to the waypoints.

Rewrite documentation

Current documentation is outdated and ugly, as well as difficult to maintain. Transition to a cleaner solution, maybe something using Jekyll and Markdown, and update the docs to reflect all current changes.

Speedrunning utilities for race modes

Speedrun clock for parkour/race modes, among other features.

  • Speedrun clock (starts when start ent is touched)
  • Keep track of current checkpoint as static memory
  • Add speedrunning options
  • Add option to automatically respawn after death
  • Minimize frame lag and input lag

Some references:
https://www.reddit.com/r/speedrun/comments/7dt0rh/gamedev_looking_for_speedrunner_advice/
https://forum.speeddemosarchive.com/post/what_features_should_a_developer_put_in_their_game_for_speedrunners.html
https://kb.speeddemosarchive.com/Making_your_game_speedrunner-friendly

Comply with Cube 2 license.

If you insist on making a standalone game based on Cube 2, do realize that only the sourcecode is yours to use freely (if you abide by the ZLIB license, see below), while the media is not. You can't simply redistribute the entire package with your modified files, as the majority of game media is not yours to use freely (it is made by many authors with a variety of licences and copyright restrictions). Unless you have explicit permission from the authors, or the readme says explicitly "may be used for any purpose" or similar language, it will be illegal to include in your standalone game based on the engine (you may not assume that just because a file has no explicit license, that it is free of copyright). Therefore, if you wish to produce a standalone game, be prepared to make many of the maps, models, textures, sounds etc from scratch yourself.

Swinging Melee

Replace the current very overpowered melee with a swinging weapon (sword/bat/etc)

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