Difference between revisions of "OldRoadmap2006"

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(sfz0.2 : weapons)
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** shield/armor-level
 
** shield/armor-level
  
==== sfz0.4 : pirates  ====
+
==== sfz0.4 : travel  ====
 +
STATUS : not started
 +
 
 +
* 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
 +
 
 +
 
 +
==== sfz0.5 : pirates  ====
 
STATUS : not started
 
STATUS : not started
  
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** random attacks by pirates
 
** random attacks by pirates
  
==== sfz0.5 : autopilot, dumb npc ====
+
==== sfz0.6 : autopilot, dumb npc ====
 
STATUS : not started
 
STATUS : not started
  
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* Stations
 
* Stations
  
==== sfz0.6 : docking,trading ====
+
==== sfz0.7 : docking,trading ====
 
STATUS : not started
 
STATUS : not started
  
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** list as in elite, with buy/sell button next to each element for trade goods... (shift,alt,ctrl-click modify amount)
 
** list as in elite, with buy/sell button next to each element for trade goods... (shift,alt,ctrl-click modify amount)
  
==== sfz0.7 : planets ====
+
==== sfz0.8 : planets ====
 
STATUS : not started
 
STATUS : not started
  
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** dockable (autopilot) (meaning you can trade as with stations)
 
** dockable (autopilot) (meaning you can trade as with stations)
  
==== sfz0.8 : interstellar travel ====
+
==== sfz0.9 : interstellar travel ====
 
STATUS : not started
 
STATUS : not started
  

Revision as of 15:20, 10 April 2006

See also ToDoList

WARNING : This list is subject to changes.

sfz0.1 : first test flight (FINISHED)

STATUS : FINISHED

  • 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....

sfz0.2 : weapons

STATUS : under heavy development

  • 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) (STARTED, works, but needs improvement)
    • particle/ray-effects (for engine,combat,..)
  • Combat
    • different weapons
    • slug-throwers (bullets, not instant hit) (STARTED)
    • seeking missiles
    • 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 =)

sfz0.3 : hud

STATUS : not started

  • Combat
    • armor/shield level
  • HUD
    • crosshair
    • "radar"=scanner
    • shield/armor-level

sfz0.4 : travel

STATUS : not started

  • 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


sfz0.5 : pirates

STATUS : not started

  • Autopilot
    • approach, follow
    • attack swings (for ai, as in starwolves)
  • AI-Ships
    • random attacks by pirates

sfz0.6 : autopilot, dumb npc

STATUS : not started

  • Autopilot
    • fly to pos, avoid crashing into planets (for ai)
  • AI-Ships
    • dumb npc ships (tourists,traders,explorers,satelites)
  • Stations

sfz0.7 : docking,trading

STATUS : not started

  • 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

STATUS : not started

  • Gfx
    • planets
  • Planets
    • visible in system
    • dockable (autopilot) (meaning you can trade as with stations)

sfz0.9 : interstellar travel

STATUS : not started

  • Map
    • Galaxy-Map
  • Interstellar Travel
    • LaGrange Points