Difference between revisions of "Roadmap"

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(simple multiplayer)
Line 2: Line 2:
 
see also [[Notes]]<br>
 
see also [[Notes]]<br>
  
=== simple multiplayer ===  
+
== simple multiplayer ==  
 
target : just fly around together, blowing up asteroids and each other
 
target : just fly around together, blowing up asteroids and each other
  
Line 37: Line 37:
 
* design decision : newton physics or not ?  not might be better for combat
 
* design decision : newton physics or not ?  not might be better for combat
  
=== coop multiplayer ===
+
== coop multiplayer ==
 
* (to be planned) defending a space station
 
* (to be planned) defending a space station
 
* (to be planned) enemies arriving in waves
 
* (to be planned) enemies arriving in waves
Line 57: Line 57:
 
** <strike>flowers</strike>
 
** <strike>flowers</strike>
 
** <strike>door</strike>
 
** <strike>door</strike>
 +
** [http://www.livezone.com/girltalk/images/locker.gif locker]
 +
** chair
 +
** [http://e-vending.com/Chill_Center_combo_vending_machines.jpg soda machine]
 +
** [http://edweb.tusd.k12.az.us/sped/images/reallifephotos/Refrigerator.jpg refrigerator]
 +
** lamps (wall, ceiling, floor)
 +
** [http://www.amezz.com/am-images/stairs-handrail-ext.jpg handrail]
 
** elevator (=door + moving platform)
 
** elevator (=door + moving platform)
 
* <strike>menu for placing items inside ship</strike>
 
* <strike>menu for placing items inside ship</strike>
 
* save items inside ship to file (ingame save and/or mapedit save)
 
* save items inside ship to file (ingame save and/or mapedit save)
 
* shipeditor : toggle between inside/outside
 
* shipeditor : toggle between inside/outside
 +
 +
== untitled ==
 +
 +
* 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)
 +
* 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)
 +
* load system from file
 +
* jump to other system
 +
* map of multiple systems (debug:display coordinates under mouse)
 +
* interior : align cam to outside cam on switch
 +
 +
== 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

Revision as of 15:25, 19 July 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
  • 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
    • multi-part-engine
    • engine
    • grate
    • ladders
    • computer consoles
    • table
    • flowers
    • door
    • locker
    • chair
    • soda machine
    • refrigerator
    • lamps (wall, ceiling, floor)
    • handrail
    • 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

untitled

  • 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)
  • 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)
  • load system from file
  • jump to other system
  • map of multiple systems (debug:display coordinates under mouse)
  • interior : align cam to outside cam on switch

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