Roadmap

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Revision as of 15:01, 19 July 2007 by Ghoulsblade (Talk | contribs)

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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
    • 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