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2024-12-21 09:46:05 -05:00
Assets leaf, ripple and circle mesh 2024-12-21 09:32:05 -05:00
Platforms v++ 2024-12-16 05:33:26 -05:00
Projects/Android snake -> slash 2024-11-29 13:06:28 -05:00
src hacky offset stepper for noise 2024-12-21 09:46:05 -05:00
.gitattributes ignore and track 2024-11-03 16:29:13 -05:00
.gitignore ignore third party fonts 2024-11-25 12:50:39 -05:00
android_icons.sh init commit after fatal local git file corruption 2024-11-03 16:30:32 -05:00
readme.md embedded blades notes 2024-12-19 06:15:53 -05:00
slash.csproj downgrade stereokit version to get around dri2 display error 2024-12-21 09:31:43 -05:00

# local fish function to get around the repeating auth check
auto_ssh

# track lfs
git lfs track "*.mp3"
git lfs track "*.glb"
git lfs track "*.png"

ffmpeg -i input.ogg output.wav

# update icon from svg
magick -background none -density 256x256 Raw/icon.svg -define icon:auto-resize=256,128,64,48,32,16 Platforms/Net/App.ico
./android_icons.sh Raw/icon.svg

adb devices
adb tcpip 5555
adb shell ip -f inet addr show wlan0
adb connect 192.168.1.219

# publish build
# increment version in Platforms/Android/AndroidManifest.xml
dotnet publish -c Release Projects/Android/slash.Android.csproj

# adb install Projects/Android/bin/Release/net7.0-android/com.dofdev.slash-Signed.apk

# upload quest
source .env
./ovr-platform-util upload-quest-build -a $APP_ID -s $APP_SECRET --apk $APK_PATH -c alpha -n "message"

# debug
adb logcat | grep com.dofdev.slash


# install a specific android platform
sdkmanager "platforms;android-33" "build-tools;33.0.0"
todo
  spawn enemies in line to player
  slash with 4 sheathed swords
    give the player a reason to slash in the different directions
      swoop in from the different directions in an x
    lft hand -> rht hip
    rht hand -> lft hip
    shoulders either
  setup environment
    mesh slopes as a base ground layer?
  and groundwork for player movement/interactions
  troubleshoot linux pc/vr stereokit

  embedded blades
    this helps with the gap in hit detection
    as the slash part works great, but once the blade is deep within the enemy without the velocity to carry through
    it could break off/get embedded in the enemy

  stretch cursor is the gun?
    stretch is the trigger
    cursor  is the bullet
    strength/sensitivity calculated on bullet hit
    with force based movement relative cursor rather than rope swing (*temporary effect)

  pitch
    anime slasher with juicy dofs

  target audience/experience
    ~13-18-year-olds who enjoy competitive, skill-based, solo gaming
    360 standing experience on all openxr hmds
    user/dev level editor for additional creative expression and content headroom
    moderate learning curve
    stylized visuals
    fun to play daily for a couple weeks or so

  design principles
    defying gravity(dante style) > zero gravity || gravity

  core mechanics
    stretch slash
    revolver
      flick reload
    joystick dash
    grind on surfaces
    toylike level editor
      (no details to get bogged down with)
      shape environment
      place structures
      sprinkle

  enemy design
      dmg
    spd def
    3 single types *fodder
    dmg, spd, def
    3 double types *competent
    dmg+spd, spd+def(offset annoyance with), def+dmg

    spd+def
      offset annoyance with utility in gameplay
      maybe it dashes into you and you can parry it back hard
      and or able to sort of ride it around

bug(s)
  ...