Difference between revisions of "OldRoadmap2006"
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[[User:Ghoulsblade|Ghoulsblade]] 13:37, 17 April 2006 (CEST) : | [[User:Ghoulsblade|Ghoulsblade]] 13:37, 17 April 2006 (CEST) : | ||
After a full day coding with hagish, we have lots of cool new stuff, hud target info and aiming help thingies, simple but damn cool physics (try playing pool(billiard) by ramming asteroids) and even ingame dialog windows (for entering playername and such) | After a full day coding with hagish, we have lots of cool new stuff, hud target info and aiming help thingies, simple but damn cool physics (try playing pool(billiard) by ramming asteroids) and even ingame dialog windows (for entering playername and such) | ||
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+ | [[User:Ghoulsblade|Ghoulsblade]] 17:56, 24 April 2006 (CEST) : sorry, it has been quiet lately, i have been (and still am) busy porting iris (a 3d client for ultima, see [[http://iris.berlios.de]]) to the ogre3d engine, so far they have been using a homebrewn engine. My port is far from playable and only a rough test, but i couldn't resist to upload a few screenshots, see [[IrisOgreScreenshots]] | ||
== NEXT == | == NEXT == |
Revision as of 15:56, 24 April 2006
See also ToDoList
WARNING : This list is subject to changes.
Contents
CURRENT
sfz0.3 : HUD
- GUI
- pump mouse and keyboard events to CEGUI (DONE)
- simple dialog windows (DONE)
- HUD
- text (DONE)
- crosshair (DONE)
- "radar"=scanner
- target information around ships (playername,distance) (DONE)
- where-you-have-to-shoot indicator (DONE)
- movement-trail behind ships (DONE)
- armor,shield indicators around ships
- armor,shield,ammo,energy hud-indicators for self
- scoreboard (playernames, frags)
- target selection, one active/locked target (missiles)
- orientation and movement indicators (grid, compass, speed, spacedust)
- ingame mouse cursor (DONE)
- util to draw hud lines (2d and 3d) also with billboard-chain smoothing
- Combat
- armor/shield level
- ammo/energy
- different ship types
- seeking missiles (need target selection, will be made after HUD is complete)
- big, charging weapons with hud indicator
- lua
- config files (mouse sensitivity, key bindings, player name, ship type, hud stuff)
- generalize lua-c++-binding code (DONE)
- lua binding to dialog system (STARTED)
- lua binding to c++-timer class
- lua binding to hud system
- improve lua vector & quaternion lib
Ghoulsblade 23:39, 15 April 2006 (CEST) : sorry, i've been a bit quiet these past days, needed to clean a few things up before starting work on the HUD (using ogre input system now, smartptr and listener improved, c++ timer class implemented) but now the HUD is started, and we have a simple crosshair, more will follow soon =)
Ghoulsblade 13:37, 17 April 2006 (CEST) : After a full day coding with hagish, we have lots of cool new stuff, hud target info and aiming help thingies, simple but damn cool physics (try playing pool(billiard) by ramming asteroids) and even ingame dialog windows (for entering playername and such)
Ghoulsblade 17:56, 24 April 2006 (CEST) : sorry, it has been quiet lately, i have been (and still am) busy porting iris (a 3d client for ultima, see [[1]]) to the ogre3d engine, so far they have been using a homebrewn engine. My port is far from playable and only a rough test, but i couldn't resist to upload a few screenshots, see IrisOgreScreenshots
NEXT
sfz0.4 : travel
- traveling
- something like SPEC drive to travel between locations
- simple map or location list
- data-structuring
- multiple locations, far apart from each other
- send & resync only objects near player
- clients should "forget" objects that are far away, to save gpu power
- Map
- Local Planets & Stations (System Map)
- Systems (Galaxy Map)
- Interstellar Travel
- LaGrange Points
sfz0.5 : pirates
- Autopilot
- approach, follow
- attack swings (for ai, as in starwolves)
- AI-Ships
- random attacks by pirates
sfz0.6 : autopilot, dumb npc
- Autopilot
- fly to pos, avoid crashing into planets (for ai)
- AI-Ships
- dumb npc ships (tourists,traders,explorers,satelites)
- Stations
sfz0.7 : docking,trading
- Stations
- dockable (autopilot)
- equipment, ships
- trade goods
- Trading
- equipment, ships
- list as in elite, with buy/sell button next to each element for trade goods... (shift,alt,ctrl-click modify amount)
sfz0.8 : planets
- Gfx
- planets
- Planets
- visible in system
- dockable (autopilot) (meaning you can trade as with stations)
FINISHED
sfz0.2 : weapons
- Lua Integration
- Keyboard Callbacks (DONE)
- Messages over Network (DONE)
- User-Config (Key-Bindings) (basically DONE, but will be extended further)
- Lua-Access to GameObjects (basically DONE, but will be extended further)
- Gfx
- billboards (explosions, shots, beams) (DONE)
- Combat
- different weapons (DONE, main cannon on left mouse + rockets on right mouse)
- slug-throwers (bullets, not instant hit) (DONE main cannon)
- health-points and damage : targets need more than one hit (DONE)
Ghoulsblade 00:10, 31 March 2006 (CEST): After a little coding pause (learning about Lua, playing guildwars and iwar2, planning how to use lua for various things...) i started integrating Lua, i am really suprised about this scripting-language =)
Ghoulsblade 00:20, 4 April 2006 (CEST) : i like lua, now i already use it to controll most of the server & client message transfer as well as object creation, and integrating newly joined clients into the server... really a powerful scripting language. If this continues to go so smooth, we might have missile and other weapons sooner than expected. It is not the time for funky graphics yet, though...
Ghoulsblade 14:48, 5 April 2006 (CEST): things continue to go smoothly, the first "experimental, non-detonating, ogre-head-shaped seeking missile" is targetting the player. I just rearranged the roadmap a little, hud was moved to the next release, and this milestone is now focused on weapons and destruction
Ghoulsblade 04:20, 10 April 2006 (CEST): after one afternoon coding with hagish, we got lots of work done, see svn-log, and just now i upped a few Screenshots, enjoy =)
Ghoulsblade 00:27, 11 April 2006 (CEST) : cleaned up the code a bit, improved the "beam"-primitives cam-adjustment, explosions now have a real billboard, firing while mousebutton is down, drawing spheres for debug is now possible (ClientSetEllipsoid)
Ghoulsblade 20:05, 11 April 2006 (CEST) : worked a bit on shots and explosions, looking quite nice now i think (3 new screenshots), still not animated though, screenshots can be made ingame by pressing "f", dumped particles from this roadmap, not really needed currently, so now we are done with milestone number 2, jeeehaww !
sfz0.1 : first test flight
- Gfx
- (DONE) sample-ship-model (from ogre) + skybox
- Combat
- (DONE) direct-hit-weapons (instant kill on mouse click is sufficient for testing...)
- Networking
- (DONE) player join
- (DONE) position/velocity resync
- Sound
- (DONE) play static sounds
- (DONE) wav/ogg support
- (DONE) play dynamic sounds
Ghoulsblade 02:28, 11 March 2006 (CET): almost done, network runs fine, only weapons are missing now. the graphics are still ugly of course.
Ghoulsblade 00:14, 14 March 2006 (CET): direkt hit weapon is now working, other ships can be killed per mouse-click.
They just disappear though, no visual ray or explosions yet.
However that finishes our first milestone, now the work on sfz0.2 can begin =)
See also Screenshots , it's still ugly though....