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