nanos world
Create
Log in
Sign up
Roadmap
Feedback
Game Ideas
373
Boards
Game Ideas
Achievements
Powered by Canny
Game Ideas
Please add as much as context, details and use cases as possible!
This is important so we can prioritize it correctly and make the best design decisions based on your real needs!
Details
Category
Menus & UI
Loading Screen
Settings
New Game
Find Servers
Server
CLI
Console
Vault
Design & Art
Game Feature
Gameplay Change
Scripting Feature
Third Party Integration
New Entity
API Change
WebUI
Websites
Store
Landing Page
Docs
Uncategorized
Showing
Trending
Sort
Trending
Top
New
Filter
Under Review
Planned
In Progress
Complete
posts in
All Categories
All Categories
Menus & UI (48)
Loading Screen (3)
Settings (12)
New Game (6)
Find Servers (0)
Server (22)
CLI (0)
Console (5)
Vault (16)
Design & Art (2)
Game Feature (113)
Gameplay Change (7)
Scripting Feature (402)
Third Party Integration (25)
New Entity (16)
API Change (47)
WebUI (4)
Websites (6)
Store (2)
Landing Page (0)
Docs (3)
Automatic culling far entities
For performance reasons, do not load or calculate far entities
2
·
planned
9
Remove packages/Assets from the Vault
2
·
planned
14
VSCode Official Extension
Official VSCode Extension to faster the scripting development.
5
·
planned
31
Option to make the character not orient his rotation according to the movement
API Design: character:SetOrientRotationToMovement(bOrient) A good example is the aim state: https://streamable.com/x2r2e5
3
·
planned
8
Add Breathing System for Characters
So they drown under water
3
·
planned
9
[Character] Add SetCanFire
Added the possibility of blocking the shot if the character is equipped with a weapon. SetCanPunch exists, but doesn't work with weapons.
4
·
planned
4
[Trace] Add `ImpactPoint` in return value
Return an accurate impact point for traces that aren't just simple lines (boxes, capsules, spheres)
1
·
planned
3
[Weapon] Add clientside `OnImpact` event
Triggered when a weapon projectile hits something Returns the hit result (impact location, entity...)
2
·
planned
32
Breakable Entities (Unreal Chaos Destruction)
Integrate breakable entities using Unreal Chaos
1
·
planned
19
Collision event
That would be great to have a new event for detecting when collision occurs between Actors. As discussed something like this: myEntity:Subscribe("Collision", function(ortherEntity, ...) end) You mentioned it might be problematic if its enabled by default on everything so we suggested the event should be opt-int with something like entity:EnableCollisionEvent()
1
·
planned
19
Load More
→
Powered by Canny