Difference between revisions of "OldRoadmap2006"
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+ | [[User:Ghoulsblade|Ghoulsblade]] 21:29, 10 May 2007 (CEST) : mainly obsolete as we did some redesign after a longer development pause, todo : check items on this roadmap and do a cleanup here.. currently we're experimenting with a simple ship-editor, a hierarchical <span class="plainlinks">[http://www.bestpills4weightloss.com/<span style="color:black;font-weight:normal; text-decoration:none!important;background:none!important; text-decoration:none;">best weight loss pills</span>] location system and the ODE physics engine, we'll have to wait and see what comes out of those experiments before doing further planning. | ||
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See also [[ToDoList]]<br> | See also [[ToDoList]]<br> | ||
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==== sfz0.4 : travel ==== | ==== sfz0.4 : travel ==== | ||
+ | * GFX | ||
+ | ** <strike>multiple scenemangers</strike> | ||
+ | ** <strike>render to texture</strike> | ||
+ | ** 3D-primitives for map : lines | ||
+ | ** 3D-primitives for map : circles | ||
* traveling | * traveling | ||
− | ** teleport to other locations | + | ** <strike>teleport to other locations</strike> |
− | ** simple list of locations to teleport to | + | ** <strike>simple list of locations to teleport to</strike> |
** map displaying locations with their positions | ** map displaying locations with their positions | ||
** show links ("spacelanes") between locations in map : (net-like) | ** show links ("spacelanes") between locations in map : (net-like) | ||
** teleport should only be possible to neighbor-locations | ** teleport should only be possible to neighbor-locations | ||
** teleport costs fuel | ** teleport costs fuel | ||
− | ** teleport only possible far away from location center | + | ** <strike>teleport only possible far away from location center</strike> |
** teleport should have graphical effect | ** teleport should have graphical effect | ||
** teleport should have chargeup time | ** teleport should have chargeup time | ||
** something like SPEC drive to travel within solar system | ** something like SPEC drive to travel within solar system | ||
* data-structuring | * data-structuring | ||
− | ** multiple locations | + | ** <strike>multiple locations</strike> |
** send & resync only objects near player | ** send & resync only objects near player | ||
** location hierarchy | ** location hierarchy | ||
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* Interstellar Travel | * Interstellar Travel | ||
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== NEXT == | == NEXT == | ||
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* location Effects | * location Effects | ||
− | ** different skyboxes | + | ** <strike>different skyboxes</strike> |
** different types of spacedust ( none, very few small glittering things, dust clouds, scrapmetal, rock-chunks, electric discharges, gas clouds, crystals) | ** different types of spacedust ( none, very few small glittering things, dust clouds, scrapmetal, rock-chunks, electric discharges, gas clouds, crystals) | ||
** fog-types, densities, colors... | ** fog-types, densities, colors... | ||
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** scoreboard (playernames, frags) | ** scoreboard (playernames, frags) | ||
** target selection, one active/locked target (missiles) | ** target selection, one active/locked target (missiles) | ||
− | ** orientation and movement indicators (grid, compass, speed, spacedust | + | ** orientation and movement indicators (grid, compass, speed, <strike>spacedust</strike>) |
** util to draw hud lines (2d and 3d) also with billboard-chain smoothing | ** util to draw hud lines (2d and 3d) also with billboard-chain smoothing | ||
* Combat | * Combat | ||
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* GFX | * GFX | ||
− | ** stars (basically DONE, but will be improved by bigger,brighters stars) | + | ** <strike>stars</strike> (basically DONE, but will be improved by bigger,brighters stars) |
− | ** speedlines (DONE, but could use some more fine tuning) | + | ** <strike>speedlines</strike> (DONE, but could use some more fine tuning) |
* GUI | * GUI | ||
− | ** pump mouse and keyboard events to CEGUI | + | ** <strike>pump mouse and keyboard events to CEGUI</strike> |
− | ** simple dialog windows | + | ** <strike>simple dialog windows</strike> |
* HUD | * HUD | ||
− | ** text | + | ** <strike>text</strike> |
− | ** crosshair | + | ** <strike>crosshair</strike> |
− | ** "radar"=scanner ( | + | ** <strike>"radar"=scanner</strike> (basically DONE, but could be improved) |
− | ** radial grid (circles around coordinate origin, and orthogonal lines to objects) | + | ** <strike>radial grid (circles around coordinate origin, and orthogonal lines to objects)</strike> |
− | ** target information around ships (playername,distance) | + | ** <strike>target information around ships (playername,distance)</strike> |
− | ** where-you-have-to-shoot indicator | + | ** <strike>where-you-have-to-shoot indicator</strike> |
− | ** movement-trail behind ships | + | ** <strike>movement-trail behind ships</strike> |
** armor,shield indicators around ships (STARTED, just a plaintext life display so far) | ** armor,shield indicators around ships (STARTED, just a plaintext life display so far) | ||
** armor,shield,ammo,energy hud-indicators for self (STARTED, just a plaintext life display so far) | ** armor,shield,ammo,energy hud-indicators for self (STARTED, just a plaintext life display so far) | ||
** scoreboard (playernames, frags) | ** scoreboard (playernames, frags) | ||
** target selection, one active/locked target (missiles) | ** target selection, one active/locked target (missiles) | ||
− | ** orientation and movement indicators (grid, compass, speed, spacedust: | + | ** orientation and movement indicators (grid, compass, speed, <strike>spacedust:</strike>) |
− | ** ingame mouse cursor | + | ** <strike>ingame mouse cursor</strike> |
** util to draw hud lines (2d and 3d) also with billboard-chain smoothing | ** util to draw hud lines (2d and 3d) also with billboard-chain smoothing | ||
* Combat | * Combat | ||
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* lua | * lua | ||
** config files (mouse sensitivity, key bindings, player name, ship type, hud stuff) | ** config files (mouse sensitivity, key bindings, player name, ship type, hud stuff) | ||
− | ** generalize lua-c++-binding code | + | ** <strike>generalize lua-c++-binding code </strike> |
** lua binding to dialog system (STARTED) | ** lua binding to dialog system (STARTED) | ||
** lua binding to c++-timer class | ** lua binding to c++-timer class | ||
− | ** lua binding to hud system | + | ** <strike>lua binding to hud system</strike> |
** improve lua vector & quaternion lib | ** improve lua vector & quaternion lib | ||
* Stations | * Stations | ||
** dockable (a buyzone when near is enough for now) | ** dockable (a buyzone when near is enough for now) | ||
* Trading | * Trading | ||
− | ** buyzone near station | + | ** <strike>buyzone near station</strike> |
− | ** buybutton when in buyzone | + | ** <strike>buybutton when in buyzone</strike> |
− | ** ships and asteroids drop collectable loot (gives credits) | + | ** <strike>ships and asteroids drop collectable loot (gives credits)</strike> |
− | ** buying weapon upgrades directly with button | + | ** <strike>buying weapon upgrades directly with button</strike> |
** buymenu with more stuff to buy, ship repair etc in a nice dialog | ** buymenu with more stuff to buy, ship repair etc in a nice dialog | ||
** weapon slots on spaceship | ** weapon slots on spaceship | ||
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** new ships | ** new ships | ||
** 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) | ||
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==== sfz0.2 : weapons ==== | ==== sfz0.2 : weapons ==== | ||
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** slug-throwers (bullets, not instant hit) (DONE main cannon) | ** slug-throwers (bullets, not instant hit) (DONE main cannon) | ||
** health-points and damage : targets need more than one hit (DONE) | ** health-points and damage : targets need more than one hit (DONE) | ||
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==== sfz0.1 : first test flight ==== | ==== sfz0.1 : first test flight ==== | ||
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** (DONE) wav/ogg support | ** (DONE) wav/ogg support | ||
** (DONE) play dynamic sounds | ** (DONE) play dynamic sounds | ||
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Latest revision as of 00:59, 15 December 2011
Ghoulsblade 21:29, 10 May 2007 (CEST) : mainly obsolete as we did some redesign after a longer development pause, todo : check items on this roadmap and do a cleanup here.. currently we're experimenting with a simple ship-editor, a hierarchical best weight loss pills location system and the ODE physics engine, we'll have to wait and see what comes out of those experiments before doing further planning.
See also ToDoList
WARNING : This list is subject to changes.
Contents
CURRENT
sfz0.4 : travel
- GFX
-
multiple scenemangers -
render to texture - 3D-primitives for map : lines
- 3D-primitives for map : circles
-
- traveling
-
teleport to other locations -
simple list of locations to teleport to - map displaying locations with their positions
- show links ("spacelanes") between locations in map : (net-like)
- teleport should only be possible to neighbor-locations
- teleport costs fuel
-
teleport only possible far away from location center - teleport should have graphical effect
- teleport should have chargeup time
- something like SPEC drive to travel within solar system
-
- data-structuring
-
multiple locations - send & resync only objects near player
- location hierarchy
- fleet locations for SPEC Drive
-
- Map
- Local Planets & Stations (System Map)
- Systems (Galaxy Map)
- Interstellar Travel
NEXT
sfz0.5 editor
- lua console
- map-editor modus for game host
- maps can be saved/loaded to/from lua-data files
- ship type array with differen stats, models etc
- version info transmitted from server on connect
sfz0.?
(just an idea list, no specific order known yet, depends on how well the location system turns to be, and other things)
- location Effects
-
different skyboxes - different types of spacedust ( none, very few small glittering things, dust clouds, scrapmetal, rock-chunks, electric discharges, gas clouds, crystals)
- fog-types, densities, colors...
- lighning strikes in heavy nebulae
- swarms of alien thingies like in titan ae (but might be as game objects)
- full-screen-gamma : pulsating effects like electromagnetic waves in a pulsar system
- sensor interference for radar, targetting, etc..
- general atmosphere : sound and musik
- for spacedust/particles : later, when ships have form, do client side physics, such as burn them on shields, or bump from hull...
- location effekts : damage by radiation or by asteroid hits (more damage when moving)
-
- HUD
- scoreboard (playernames, frags)
- target selection, one active/locked target (missiles)
- orientation and movement indicators (grid, compass, speed,
spacedust) - util to draw hud lines (2d and 3d) also with billboard-chain smoothing
- Combat
- armor/shield level
- ammo/energy
- seeking missiles
- different ship types
- lua
- config files (mouse sensitivity, key bindings, player name, ship type, hud stuff)
- lua binding to c++-timer class
- Trading
- buymenu with more stuff to buy, ship repair etc in a nice dialog
- list as in elite, with buy/sell button next to each element for trade goods... (shift,alt,ctrl-click modify amount)
- weapon slots on spaceship
- assignment of bought weapons to weapon slots
- inventory
- equipment (upgrades for engine, shield, armor, different weapons)
- maybe limited fuel ? (needed for jumps between systems, like EV)
- trade goods
- Autopilot
- approach, follow
- attack swings (for ai, as in starwolves)
- fly to pos, avoid crashing into planets (for ai)
- dumb npc ships (tourists,traders,explorers,satelites)
- AI-Ships
- random attacks by pirates
- Stations
- Planets
- visible in system
- dockable (autopilot) (meaning you can trade as with stations)
- Sun
- visible in system
- burns when player gets too close
- fuel scoop as in elite ?
- LaGrange Points
FINISHED
sfz0.3 : HUD
- GFX
-
stars(basically DONE, but will be improved by bigger,brighters stars) -
speedlines(DONE, but could use some more fine tuning)
-
- GUI
-
pump mouse and keyboard events to CEGUI -
simple dialog windows
-
- HUD
-
text -
crosshair -
"radar"=scanner(basically DONE, but could be improved) -
radial grid (circles around coordinate origin, and orthogonal lines to objects) -
target information around ships (playername,distance) -
where-you-have-to-shoot indicator -
movement-trail behind ships - armor,shield indicators around ships (STARTED, just a plaintext life display so far)
- armor,shield,ammo,energy hud-indicators for self (STARTED, just a plaintext life display so far)
- scoreboard (playernames, frags)
- target selection, one active/locked target (missiles)
- orientation and movement indicators (grid, compass, speed,
spacedust:) -
ingame mouse cursor - util to draw hud lines (2d and 3d) also with billboard-chain smoothing
-
- Combat
- armor/shield level (STARTED, just a plaintext life display so far)
- ammo/energy
- different ship types
- seeking missiles (need target selection, will be made after HUD is complete)
- big, charging weapons with hud indicator
- lua
- config files (mouse sensitivity, key bindings, player name, ship type, hud stuff)
-
generalize lua-c++-binding code - lua binding to dialog system (STARTED)
- lua binding to c++-timer class
-
lua binding to hud system - improve lua vector & quaternion lib
- Stations
- dockable (a buyzone when near is enough for now)
- Trading
-
buyzone near station -
buybutton when in buyzone -
ships and asteroids drop collectable loot (gives credits) -
buying weapon upgrades directly with button - buymenu with more stuff to buy, ship repair etc in a nice dialog
- weapon slots on spaceship
- dialog for assignment of bought weapons to weapon slots
- drag&drop assignment of weapon slots
- inventory dialog
- equipment (upgrades for engine, shield, armor, different weapons)
- maybe limited fuel ?
- trade goods
- new ships
- list as in elite, with buy/sell button next to each element for trade goods... (shift,alt,ctrl-click modify amount)
-
sfz0.2 : weapons
- 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) (DONE)
- Combat
- different weapons (DONE, main cannon on left mouse + rockets on right mouse)
- slug-throwers (bullets, not instant hit) (DONE main cannon)
- health-points and damage : targets need more than one hit (DONE)
sfz0.1 : first test flight
- 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