Difference between revisions of "OldRoadmap2006"
Ghoulsblade (Talk | contribs) |
Ghoulsblade (Talk | contribs) (→sfz0.2 : weapons) |
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** Lua-Access to GameObjects (basically DONE, but will be extended further) | ** Lua-Access to GameObjects (basically DONE, but will be extended further) | ||
* Gfx | * Gfx | ||
− | ** billboards (explosions, shots, beams) ( | + | ** billboards (explosions, shots, beams) (DONE) |
− | ** particle | + | ** particle-effects (for engine,combat,explosion..) |
* Combat | * Combat | ||
− | ** different weapons | + | ** different weapons (DONE, main cannon on left mouse + rockets on right mouse) |
− | ** slug-throwers (bullets, not instant hit) ( | + | ** slug-throwers (bullets, not instant hit) (DONE main cannon) |
− | ** seeking missiles | + | ** seeking missiles (need target selection, will be made after HUD is complete) |
** 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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[[User:Ghoulsblade|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 =) | [[User:Ghoulsblade|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 =) | ||
+ | |||
+ | [[User:Ghoulsblade|Ghoulsblade]] 00:27, 11 April 2006 (CEST) : cleaned up the code a bit, improved the "beam"-primitives cam-adjustment, explosions now have a real billboard, firing while mousebutton is down, drawing spheres for debug is now possible (ClientSetEllipsoid) | ||
==== sfz0.3 : hud ==== | ==== sfz0.3 : hud ==== |
Revision as of 22:27, 10 April 2006
See also ToDoList
WARNING : This list is subject to changes.
Contents
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) (DONE)
- particle-effects (for engine,combat,explosion..)
- Combat
- different weapons (DONE, main cannon on left mouse + rockets on right mouse)
- slug-throwers (bullets, not instant hit) (DONE main cannon)
- seeking missiles (need target selection, will be made after HUD is complete)
- 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 =)
Ghoulsblade 00:27, 11 April 2006 (CEST) : cleaned up the code a bit, improved the "beam"-primitives cam-adjustment, explosions now have a real billboard, firing while mousebutton is down, drawing spheres for debug is now possible (ClientSetEllipsoid)
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