Difference between revisions of "OldRoadmap2006"
From SfzWiki
Ghoulsblade (Talk | contribs) (moved stuff to devblog) |
Ghoulsblade (Talk | contribs) m (Roadmap moved to OldRoadmap2006) |
(No difference)
|
Revision as of 14:06, 27 May 2007
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 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