From 81da1d67c2da670266647914b6e2d4856e1ea272 Mon Sep 17 00:00:00 2001 From: MMMaellon Date: Sun, 26 Jun 2022 20:23:43 -0700 Subject: [PATCH] delete one of the two readmes --- README.MD | 100 ------------------------------------------------------ 1 file changed, 100 deletions(-) delete mode 100644 README.MD diff --git a/README.MD b/README.MD deleted file mode 100644 index 646be1f..0000000 --- a/README.MD +++ /dev/null @@ -1,100 +0,0 @@ -# SuperUltraCombatCritters - -A set of avatar prefabs that creates a little critter that follow you and fights other critters on other avatars. -The "Hop Follower" prefab is a lightweight version that doesn't include the combat system. -The Advanced version of the Hop Follower includes some extra functions which requires syncing a bit more data. -The full prefab with the combat system is unoptimized. - -## How to Install the "Hop Follower" Prefab - -Drag the "Hop Follower" prefab onto your avatar so that it's a direct child of your avatar's root object. -Make sure the gameobject that you just dragged in is named "S.U.C.C." -Then place the 3d model you want to be your pet under /S.U.C.C./worldAnchor/critter/model/ -Set the FX layer on your avatar descriptor to "Hop Follower FX". -Then set your avatar descriptor's menu object to "Hop Follower Menu". -Then set your avatar descriptor's parameters object to "Hop Follower Params". -Alternatively, you can merge the menu and params with your existing menu and params. - -## How to Install the full SUPER ULTRA COMBAT CRITTERS prefab - -***Warning this prefab isn't optimized at all and will give your avatar a "Very Poor" rating. This is because there's a ton of colliders, particle systems, and mesh renderers** - -This prefab includes the follower and the full combat system. -First pick a critter - there's a bear, duck, and dog. To see gameplay differences between the critters, visit the Gameplay section. -Drag the prefab for your critter onto your avatar so that it's a direct child to the root object of your avatar. -Make sure the gameobject that you just dragged in is named "S.U.C.C." -Set the FX layer on your avatar descriptor to "SUCC FX". -Then set your avatar's parameters object to the params that correllate to your critter. -Set the menu on your avatar descriptor to "SUCC menu" - -*Optional* unpack the prefab and make the gameobject called "forward" a child of your avatar's head bone for better control of the targetting system when starting combat. -This allows you to aim the target by turning your head instead of your entire avatar. - -## Gameplay - -Each player starts with 10 HP and each attack they receive reduces their health. -When their health becomes zero, that player's critter "faints" and combat ends. -If both combatants "faint" on the same round, they both lose. -Winners earn a badge for their critter. -If you win multiple times in a row, you get multiple badges, up to 3 badges. - -There are 3 critters, the bear, the duck, and the dog. -The bear does extra grass damage because bears live in the woods. -The duck does extra water damage because they're waterfowl. -The dog does extra fire damage because of the "This is fine" meme lol. - -To begin combat, both combatants must hit the "Start Combat" options in their menus and aim their critters at each other. -Reticles will appear on the floor that the combatants need to aim directly over their opponent's critter. -Once the "SELECT MOVES" message appears, players can open the "Combat Controls" sub-menu in their avatar menu and begin fighting. -At the start of a round, each player chooses two moves. -When both players have chosen their moves, the critters will automatically execute the attacks. - -There are 7 possible moves: Fire Attack, Water Attack, Grass Attack, Block Fire, Block Water, Block Grass, and Charge Super Ultra. -Players can choose any combination of these moves including two of the same move in one turn. -Blocks give immunity to all damage of a certain type. If an attacker performs two Fire Attacks, their opponent can block both attacks with one Fire Block. -Charging your Super Ultra adds a stack of Super Ultra to your Super Ultra bar. -Charging Super Ultra 3 times will fill up the Super Ultra bar and allow your critter to deal twice as much damage with each attack. -Once Super Ultra is active, each attack consumes a stack of Super Ultra, and the effect ends if all of it is used up. - -Attacks damage your opponent and lower their health. -Each attack does 1 damage normally, and 2 damage if the Super Ultra is active. -Additionally, Dogs deal 1 extra point of fire damage, ducks 1 extra water damage, and bears 1 extra grass damage. -If a dog lands two fire attacks while their Super Ultra was up, they'd do 2 damage per attack + 2 points of extra damage for a total of 6 damage. - -## Dev Notes - -SUCCMove enum values: - -0 - Null -1 - Charge -2 - AttackFire -3 - AttackWater -4 - AttackGrass -5 - DefendFire -6 - DefendWater -7 - DefendGrass - -SUCC combat state enum values: - -0 - Out of Combat -1 - Aiming / setting up positioning -2 - Choosing Actions -3 - Actions Locked in -4 - Playing Action Animations -5 - Dead - -SUCC combat animation state enums - -0 - Not playing animations -1 - reveal icons and turning on colliders -2 - fire animations -3 - fire2 animations -4 - fire hurt -5 - water animations -6 - water2 animations -7 - water hurt -8 - grass animations -9 - grass2 animations -10 - grass hurt -11 - charge animations -12 - death/win