Sandbox Mode for Custom Gameplay and Testing
Dear Dev Team, Here are some suggestions and yes AI did rewrite what I wrote because I am special
Overview:
A separate, non-competitive mode accessible from the main menu or Custom Games that allows full player control over map, weapon, and entity interactions.
Core Functions:
- Map Selection: All existing PvP maps unlocked.
Weapon Spawning:
- In-game UI spawn menu categorized by weapon class (e.g., Rifle, SMG, Utility).
- Player can spawn any weapon in-hand or onto the ground.
AI Dummy Entities:
- Toggleable via UI.
- States: Stationary, Moving (predefined patrol path or random walk), Reactive (simulate aim/tracking).
- Set dummy HP, armor tier, and headshot multiplier.
Firing Range Zone:
- Centralized location containing weapon racks and labeled weapon stat boards.
- Dummy spawn pads with quick reset option.
Environmental Control:
- Toggle day/night (if applicable).
- Enable/disable portals globally or per player.
Settings Customization:
- Infinite ammo toggle.
- Health regen on/off.
- Damage numbers toggle.
- Time scaling (slow motion testing).
Technical Notes:
- Session is client-hosted or P2P (no matchmaking).
- No XP or progression earned in this mode.
- The Host should beable to give people Admin in it( this means that they can do whatever the host can do)
Current Limitation: Flat-range detection without intelligent differentiation between obstructions and open space.
Proposed System:
Dynamic Scan Radius:
- Obstructed Path (e.g., through walls): 30m max scan depth using line trace + wall count limiter.
- Open Line-of-Sight: Up to 50m or configurable in abilities.json file.
Detection Targets:
- Enemy Players (highlighted silhouettes, outline strength fades with distance).
- Weapon Pickups (highlighted outlines, weapon type icons shown).
- Active Portals (outline glows if in field of view, with portal owner color).
Visualization:
- Transparent pulse expanding from the player origin.
- Different colors for different objects (red for enemies, yellow for weapons, blue for portals).
Goal: Provide visual granularity to armor tiers without changing underlying protection values.
System Proposal:
Assign visible armor bar quantity based on tier:
- Gray Armor: 1 bar
- Green Armor: 2 bars
- Blue Armor: 3 bars
- Purple Armor: 4 bars
- Gold Armor: 5 bars
Each bar = 50 effective armor points (configurable via item definitions).
UI shows color-coded segmented armor meter above or below player health bar.
Note: Damage calculation and armor scaling remains unchanged unless tier bonuses are introduced.
Proposal: Define weapon balance logic based on assigned faction.
Archetype Assignments:
Sabrask Faction:
- High base damage
- Low fire rate
- High recoil
Meridian Faction:
- Mid damage
- Balanced fire rate
- Moderate recoil
Aeros Faction:
- Low damage
- High fire rate
- Low recoil,
--- From olivecrow/OliveFrog317287
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Split Suggestions
This suggestion has been split into the following separate requests: