Difference between revisions of "OldRoadmap2006"

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Line 4: Line 4:
  
 
==== sfz0.1 : first test flight ====
 
==== sfz0.1 : first test flight ====
STATUS : unfinished
+
STATUS : unfinished
  
* Gfx
+
* Gfx
** sample-ship-model + skybox
+
** sample-ship-model + skybox
*Combat
+
*Combat
** direct-hit-weapons (lasers) (instant kill at first)
+
** direct-hit-weapons (lasers) (instant kill at first)
* Networking
+
* Networking
** player join
+
** player join
** position/velocity resync
+
** position/velocity resync
  
 
==== sfz0.2 : pvp-combat ====
 
==== sfz0.2 : pvp-combat ====
STATUS : unfinished
+
STATUS : unfinished
 +
 
 +
* Gfx
 +
** sample-ship-model + skybox
 +
** particle/ray-effects (for engine,combat,..)
 +
* Combat
 +
** direct-hit-weapons (lasers) (instant kill at first)
 +
** armor/shield level
 +
* Networking
 +
** player join
 +
** position/velocity resync
 +
* HUD
 +
** crosshair
 +
** "radar"=scanner
 +
** shield/armor-level
  
* Gfx
 
** sample-ship-model + skybox
 
** particle/ray-effects (for engine,combat,..)
 
* Combat
 
** direct-hit-weapons (lasers) (instant kill at first)
 
** armor/shield level
 
* Networking
 
** player join
 
** position/velocity resync
 
* HUD
 
** crosshair
 
** "radar"=scanner
 
** shield/armor-level
 
 
 
==== sfz0.3 : pirates  ====
 
==== sfz0.3 : pirates  ====
STATUS : unfinished
+
STATUS : unfinished
  
 
* Gfx
 
* Gfx
** sample-ship-model + skybox
+
** sample-ship-model + skybox
** particle/ray-effects (for engine,combat,..)
+
** particle/ray-effects (for engine,combat,..)
 
* Combat
 
* Combat
** direct-hit-weapons (lasers pulse/ray) (instant kill at first)
+
** direct-hit-weapons (lasers pulse/ray) (instant kill at first)
** armor/shield level
+
** armor/shield level
 
* Networking
 
* Networking
** player join
+
** player join
** position/velocity resync
+
** position/velocity resync
 
* HUD
 
* HUD
** crosshair
+
** crosshair
** "radar"=scanner
+
** "radar"=scanner
** shield/armor-level
+
** shield/armor-level
 
* Autopilot
 
* Autopilot
** approach, follow
+
** approach, follow
** attack swings (for ai, as in starwolves)
+
** attack swings (for ai, as in starwolves)
 
* AI-Ships
 
* AI-Ships
** random attacks by pirates
+
** random attacks by pirates

Revision as of 01:33, 29 January 2006

See also ToDoList These are snapshot-copies of the ToDoList, containing only features that should be implemented for a certain Release/MileStone. WARNING : This list is subject to frequent changes.

sfz0.1 : first test flight

STATUS : unfinished

  • Gfx
    • sample-ship-model + skybox
  • Combat
    • direct-hit-weapons (lasers) (instant kill at first)
  • Networking
    • player join
    • position/velocity resync

sfz0.2 : pvp-combat

STATUS : unfinished

  • Gfx
    • sample-ship-model + skybox
    • particle/ray-effects (for engine,combat,..)
  • Combat
    • direct-hit-weapons (lasers) (instant kill at first)
    • armor/shield level
  • Networking
    • player join
    • position/velocity resync
  • HUD
    • crosshair
    • "radar"=scanner
    • shield/armor-level

sfz0.3 : pirates

STATUS : unfinished

  • Gfx
    • sample-ship-model + skybox
    • particle/ray-effects (for engine,combat,..)
  • Combat
    • direct-hit-weapons (lasers pulse/ray) (instant kill at first)
    • armor/shield level
  • Networking
    • player join
    • position/velocity resync
  • HUD
    • crosshair
    • "radar"=scanner
    • shield/armor-level
  • Autopilot
    • approach, follow
    • attack swings (for ai, as in starwolves)
  • AI-Ships
    • random attacks by pirates