11 crates, 13 examples (including survivor_game), 255 tests Phase 1-8 fully implemented + playable survival game demo Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
147 lines
4.4 KiB
Markdown
147 lines
4.4 KiB
Markdown
# Voltex Survivor — Top-Down Survival Game Spec
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## Overview
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Voltex 엔진의 기능을 종합적으로 활용하는 쿼터뷰 3D 서바이벌 게임. 아레나에서 웨이브별로 몰려오는 적을 처치.
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## Genre / Camera
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쿼터뷰 탑다운 서바이벌. 싱글플레이.
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## Engine Features Used
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- voltex_renderer: PBR, directional light, shadow
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- voltex_ecs: Entity, World, Transform, query
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- voltex_physics: Collider, detect_collisions, raycast
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- voltex_ai: NavMesh, A* pathfinding, steering (seek, arrive)
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- voltex_audio: WAV playback, 3D spatial audio, mixer
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- voltex_math: Vec3, Mat4
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- voltex_platform: Window, InputState, GameTimer
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- voltex_editor: IMGUI HUD (HP, wave, score)
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## Game Structure
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```
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examples/survivor_game/
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├── Cargo.toml
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└── src/
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├── main.rs — entry point, window, game loop
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├── game.rs — GameState, ECS World, tick logic
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├── player.rs — Player component, movement, shooting
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├── enemy.rs — Enemy component, spawn, AI chase
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├── projectile.rs — Projectile component, movement, collision
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├── arena.rs — Arena mesh + NavMesh generation
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├── camera.rs — Quarter-view camera following player
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├── wave.rs — Wave system (enemy count escalation)
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└── hud.rs — IMGUI HUD overlay
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```
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## Gameplay
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### Arena
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- 20x20 unit flat floor (Y=0 plane)
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- 4~6 obstacle boxes randomly placed
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- NavMesh: floor triangulated excluding obstacles
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### Player
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- Visual: blue sphere (radius 0.5)
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- Movement: WASD on XZ plane, speed 8 units/sec
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- Aim: mouse position projected onto Y=0 plane (raycast from camera)
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- Shoot: left click, fires projectile toward aim direction
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- Fire rate: 0.2s cooldown
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- HP: 3, contact with enemy = -1 HP, invincibility 1s after hit
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- Collider: Sphere { radius: 0.5 }
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### Enemy
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- Visual: red sphere (radius 0.4)
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- Spawn: at arena edges, random position
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- AI: find_path on NavMesh from enemy to player, then seek steering
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- Speed: 3 units/sec (slower than player)
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- Contact with player: deal damage, enemy destroyed
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- Collider: Sphere { radius: 0.4 }
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### Projectile
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- Visual: small yellow sphere (radius 0.15)
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- Movement: straight line, speed 20 units/sec
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- Lifetime: 2 seconds, then despawn
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- Collision: hit enemy → destroy both projectile and enemy, +100 score
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- Collider: Sphere { radius: 0.15 }
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### Wave System
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- Wave 1: 3 enemies, 5s delay
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- Wave N: 2+N enemies, 5s between waves
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- After all enemies in wave killed → next wave starts after delay
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- No max wave (infinite escalation)
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### Camera
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- Quarter-view: player_pos + Vec3(0, 15, 10)
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- look_at(player_pos)
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- Fixed angle, follows player
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### HUD (IMGUI)
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- Top-left: HP hearts or "HP: 3/3"
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- Top-right: "Wave: 5" + "Score: 1200"
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- Game over: "GAME OVER - Score: XXXX" centered
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- Press R to restart
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### Audio
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- Shoot SFX: short sine burst (generated procedurally)
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- Enemy death SFX: lower pitch burst
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- BGM: optional, simple looping tone
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- 3D spatial: enemy death sounds at enemy position
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## Rendering
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Forward PBR pipeline (existing). No deferred needed for simple scene.
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- Floor: large flat box, gray PBR material (metallic=0, roughness=0.8)
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- Obstacles: dark boxes, PBR material
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- Player: blue sphere (base_color blue, metallic=0.3, roughness=0.5)
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- Enemies: red sphere (base_color red)
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- Projectiles: yellow sphere (base_color yellow, emissive-like bright)
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- Light: 1 directional light (sun), shadow enabled
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- Clear color: dark blue sky
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## Controls
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| Input | Action |
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|-------|--------|
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| WASD | Move player |
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| Mouse move | Aim direction |
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| Left click | Shoot |
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| R | Restart (after game over) |
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| ESC | Quit |
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## Components (ECS)
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```rust
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struct Player { hp: i32, fire_cooldown: f32, invincible_timer: f32 }
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struct Enemy { speed: f32 }
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struct Projectile { velocity: Vec3, lifetime: f32 }
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struct Health { current: i32, max: i32 }
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```
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All entities also have Transform + Collider.
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## Game Loop (per frame)
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1. Process input (WASD → player velocity, mouse → aim)
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2. Update player position
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3. Update enemy AI (pathfinding + steering)
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4. Update projectile positions
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5. Run collision detection
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6. Process collisions (projectile↔enemy, enemy↔player)
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7. Update wave system
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8. Update camera
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9. Render scene (PBR)
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10. Render HUD (IMGUI overlay)
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11. Present
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## Out of Scope
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- Multiplayer
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- Power-ups / items
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- Different enemy types
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- Particle effects
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- Level progression / save
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