Difference between revisions of "Roadmap"
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* client : detect and handle connect error | * client : detect and handle connect error | ||
* server : detect and handle client-disconnect | * server : detect and handle client-disconnect | ||
+ | * select shiptype and enter name before join (reselect shiptype for respawn?) | ||
+ | * sounds effects, and maybe http://jamendo.com background- and mainmenu-music | ||
+ | * third person cam ingame | ||
+ | * weapon icons with range and damage indicators, and recharge indicators | ||
+ | * gui : target lists and select targets with mouse click directly | ||
+ | * tactical hud elements indicating weapon range | ||
+ | * powerups/health packs in asteroids ? | ||
+ | * design decision : newton physics or not ? not might be better for combat | ||
=== coop multiplayer === | === coop multiplayer === |
Revision as of 18:15, 15 June 2007
see also the now obsolete OldRoadmap2006
see also Notes
simple multiplayer
target : just fly around together, blowing up asteroids and each other
-
load ships saved in editor as nodegroups -
extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes - (load ships saved in editor as mesh)
- (generate LOD meshes for ships)
- (remove inner faces of ships)
-
server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted) -
client : open connection to server socket (net_L.cpp : NetConnect) -
send simple tcp messages : e.g. chatline (main.lua:232:SendChat , net_L.cpp NetReadAndWrite) -
server : send spawn-messages for stuff created after join to client -
server : send spawn-messages for world on playerjoin -
server : send-resync-stuff (prepared in in location_L.cpp : SendResyncs) -
client : receive-resync-stuff (prepared in in resyncreceiver_L.cpp) -
client : send mouse/rotation/turn quaternion to server (udp) -
client : send key-changes to server (tcp, accelerate, fire weapon) -
server : receive player turn and keys -
server : send effects (laserbeam on weapon) to server -
server : ray/sphere hit detection : laser destroys ship or asteroids -
server : respawn killed clients when space key is pressed - server : detect and handle create-listener error
- client : detect and handle connect error
- server : detect and handle client-disconnect
- select shiptype and enter name before join (reselect shiptype for respawn?)
- sounds effects, and maybe http://jamendo.com background- and mainmenu-music
- third person cam ingame
- weapon icons with range and damage indicators, and recharge indicators
- gui : target lists and select targets with mouse click directly
- tactical hud elements indicating weapon range
- powerups/health packs in asteroids ?
- design decision : newton physics or not ? not might be better for combat
coop multiplayer
- (to be planned) defending a space station
- (to be planned) enemies arriving in waves
- (to be planned) buying/salvaging equipment and ships between waves