109 lines
No EOL
3 KiB
Markdown
109 lines
No EOL
3 KiB
Markdown
- [fb passthrough resource](https://www.aesiio.com/blog/passthrough-dot-net-core)
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- [fb passthrough tool source](https://github.com/StereoKit/StereoKit/blob/master/Examples/StereoKitTest/Tools/PassthroughFBExt.cs)
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```shell
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# local fish function to get around the repeating auth check
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auto_ssh
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# track lfs
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git lfs track "*.mp3"
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git lfs track "*.glb"
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git lfs track "*.png"
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ffmpeg -i input.ogg output.wav
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# update icon from svg
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magick -background none -density 256x256 Raw/icon.svg -define icon:auto-resize=256,128,64,48,32,16 Platforms/Net/App.ico
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./android_icons.sh Raw/icon.svg
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adb devices
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adb tcpip 5555
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adb shell ip -f inet addr show wlan0
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adb connect 192.168.1.219
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# publish build
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# increment version in Platforms/Android/AndroidManifest.xml
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dotnet publish -c Release Projects/Android/slash.Android.csproj
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# adb install Projects/Android/bin/Release/net7.0-android/com.dofdev.slash-Signed.apk
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# upload quest
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source .env
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./ovr-platform-util upload-quest-build -a $APP_ID -s $APP_SECRET --apk $APK_PATH -c alpha -n "message"
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# debug
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adb logcat | grep com.dofdev.slash
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# install a specific android platform
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sdkmanager "platforms;android-33" "build-tools;33.0.0"
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```
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```
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todo
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spawn enemies in line to player
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slash with 4 sheathed swords
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give the player a reason to slash in the different directions
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swoop in from the different directions in an x
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lft hand -> rht hip
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rht hand -> lft hip
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shoulders either
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setup environment
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mesh slopes as a base ground layer?
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and groundwork for player movement/interactions
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troubleshoot linux pc/vr stereokit
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embedded blades
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this helps with the gap in hit detection
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as the slash part works great, but once the blade is deep within the enemy without the velocity to carry through
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it could break off/get embedded in the enemy
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stretch cursor is the gun?
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stretch is the trigger
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cursor is the bullet
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strength/sensitivity calculated on bullet hit
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with force based movement relative cursor rather than rope swing (*temporary effect)
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pitch
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anime slasher with juicy dofs
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target audience/experience
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~13-18-year-olds who enjoy competitive, skill-based, solo gaming
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360 standing experience on all openxr hmds
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user/dev level editor for additional creative expression and content headroom
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moderate learning curve
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stylized visuals
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fun to play daily for a couple weeks or so
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design principles
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defying gravity(dante style) > zero gravity || gravity
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core mechanics
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stretch slash
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revolver
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flick reload
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joystick dash
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grind on surfaces
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toylike level editor
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(no details to get bogged down with)
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shape environment
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place structures
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sprinkle
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enemy design
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dmg
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spd def
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3 single types *fodder
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dmg, spd, def
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3 double types *competent
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dmg+spd, spd+def(offset annoyance with), def+dmg
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spd+def
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offset annoyance with utility in gameplay
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maybe it dashes into you and you can parry it back hard
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and or able to sort of ride it around
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bug(s)
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...
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``` |