Difference between revisions of "Roadmap"
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Ghoulsblade (Talk | contribs) (→intra-stellar travel (space-folding)) |
Ghoulsblade (Talk | contribs) (→untitled) |
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* buy weapons and equipment | * buy weapons and equipment | ||
* missions : delivery (special cargo, jettison fails mission (or not possible?), mission dialog) | * missions : delivery (special cargo, jettison fails mission (or not possible?), mission dialog) | ||
+ | * namen vor dem login | ||
+ | * savegames : collective property : everything in mothership, not individual players | ||
== inter-stellar travel (jump) == | == inter-stellar travel (jump) == |
Revision as of 12:37, 23 July 2007
see also the now obsolete OldRoadmap2006
see also Notes
Contents
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 - 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
-
gui : 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
spaceship interior
-
draw inverted ship mesh as interior background -
switch between inside and outside view -
tile-based walking inside ship - meshes and textures for indoor stuff
-
couch - chair
- cockpit seat
-
multi-part-engine -
engine -
grate -
ladders - stairs
- handrail
-
computer consoles -
table -
flowers -
door - locker
- soda machine
- refrigerator
- lamps (wall, ceiling, floor)
- elevator (=door + moving platform)
-
-
menu for placing items inside ship - save items inside ship to file (ingame save and/or mapedit save)
- shipeditor : toggle between inside/outside
- interior : align cam to outside cam on switch
untitled
- gui : nicer dialog frame (white text on black background, corners a bit round, buttons different from dialog frame)
- gui : nicer menu look
- gui : generic list dialog (for cargo, shop, etc...)
- buy weapons and equipment
- missions : delivery (special cargo, jettison fails mission (or not possible?), mission dialog)
- namen vor dem login
- savegames : collective property : everything in mothership, not individual players
inter-stellar travel (jump)
- load system from file
- list of all systems
- jump to other system
- limit to adjacted systems
- map displaying system positions graphically (debug:display coordinates under mouse)
inter-planetary travel (space-folding)
requires large scale systems, e.g. distances between planets in a somewhat realistic scale. this will require some form of space-folding-travel mode to remain playable, we'll keep that for later, other things are more important first.
- gui : hud : distance display, on mouse over : name, type
- larger system, spec travel
- 2d system layout (orbits, but not moving)
- gui : system map (render to texture, mousepick, click selects planet, planet has stuff orbiting, hierarchial)
tutorial/story
maybe a small story as intro/tutorial to game :
- deliver something to a nearby station/planet (basic controls) (problem : 1 player ?)
- targetting practice : shoot some debris/junk(Aquanox) /Astreroids/ old-junk-space-ship(EV)
- destroy some drones that have run amok (hacker,FOF-malfunction,...)
- bounty hunt : destroy some pirates , reward : jump-drive
- sientist sensor tutorial : search for right materials, reward : construction plans (weapons, shields...)
- asteroid mining tutorial
- crafting tutorial
- explore mission ? (nearby systems, some other sientist needs help, delivery..)
- capture some animals on planet, planet personal weapons tutorial