Difference between revisions of "Roadmap"
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* server : detect and handle client-disconnect  | * server : detect and handle client-disconnect  | ||
* enter name before join (?)  | * enter name before join (?)  | ||
| − | * maybe http://jamendo.com background- and mainmenu-music  | + | * <strike>maybe http://jamendo.com background- and mainmenu-music</strike>  | 
| − | * weapon icons with range and damage indicators  | + | * <strike>weapon icons</strike>  | 
| + | * with range and damage indicators  | ||
| + | * <strike>weapon icons with recharge indicators</strike>  | ||
* gui : target lists  | * gui : target lists  | ||
* tactical hud elements indicating weapon range  | * tactical hud elements indicating weapon range  | ||
Revision as of 20:41, 23 November 2007
see also the now obsolete OldRoadmap2006
see also Notes
list of finished points : RoadmapDone
Contents
Simple multiplayer
Target : just fly around together, blowing up asteroids and each other.
- (generate LOD meshes for ships)
 - server : detect and handle create-listener error
 - client : detect and handle connect error
 - server : detect and handle client-disconnect
 - enter name before join (?)
 -  
maybe http://jamendo.com background- and mainmenu-music -  
weapon icons - with range and damage indicators
 -  
weapon icons with recharge indicators - gui : target lists
 - 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
-  meshes and textures for indoor stuff
- chair
 - stairs
 - lamps (wall, ceiling, floor)
 - elevator (=door + moving platform)
 
 - save items inside ship to file (ingame save and/or mapedit save)
 - shipeditor : toggle between inside/outside
 - interior : align cam to outside cam on switch
 
General
- gui : generic list dialog (for cargo, shop, etc...)
 - missions : delivery (special cargo, jettison fails mission (or not possible?), mission dialog)
 - namen vor dem login
 - savegames : collective property : everything in mothership, not individual players
 - transfer cargo from fighters to mothership on docking
 - collective money ? avoid if possible to avoid grinding, rather rewards for missions, like gather 100 iron to get weapon.
 - return-to/approach mothership button for fighter/space-suit
 - pickup jettison box
 - missions : navpoint displayed in hud
 - missions : objectives displayed in hud
 - pickup jettison box content
 - pirates : the whole group should counterattack if one of them is attacked (requires group system)
 - auto generate doxygen for sfz and lugre (cronjob or commit hook)
 - toaster name changes to floating ghost toaster if placed above a table
 
GUI widgets
- excel table (autosort on header click, updatable, cellrenderers, see java,gtk,cegui,qt,win32api, has scrollpane?)
 - treeview (hierachies : trade categories like vegastrike ?)
 - tabpane
 - scrollpane
 - scrollbar
 - cliprect of parent also affects childs
 - table layout html like, starts as hack with proper interface
 
Central info server
- get and display message of the day
 - version check
 - usernames
 - host game : max player limit
 - host game : description text
 
Interstellar travel (jump)
- load system from file
 - list of all systems
 - jump to other system
 - limit to adjacted systems
 - map displaying system positions graphically (debug:display coordinates under mouse)
 
Interplanetary travel (space-folding)
requires large scale systems, e.g. distances between planets in a somewhat realistic scale. this will require some form of space-folding-travel mode to remain playable, we'll keep that for later, other things are more important first.
- 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)
 
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
 
Bugs
- when you are in writing mode you cant zoom in/out only move the camera
 - you can shoot yourself writing your name in select/by name and shooting.
 - keyboard input does not work in fullscreen on some machines...
 - bad situation in editor : click new, rightclick , problem (last block gone)
 - the sun can be clicked from within the spaceship ? (check click detection for cross location stuff)
 - hudmarkers (edges) and name display is totally broken (related to location system)
 - changing ship and going inside should close cargo dialog
 -  w-a-s-d accelleration is not very intuitive, should not only add to current velocity, but also try to redirect the movement into the pressed direction
- e.g. currently wrong : when going forward it goes right diagonally, not directly
 
 - sun, additive blending z-sorting bug
 - shipeditor culling is broken if not started with -se commandline option
 - i can resize the window! but when i do it. the chat bar and the interface dont move! i should not be able to resize
 
Install help
These problems should be automatically detected (see also troubleshooting in INSTALL)
- check if scons is available in makefile
 - scons : check ogre version (1.2 leads to LINKER errors, see sfz thread in free gamer forum)
 - scons : dpkg info for ogre version? 1.4.0 or later
 - scons : check lua version, 5.1 leads to errors
 - scons : plugins_linux.cfg : "locate libOgreMain | grep .so" folder + OGRE/ for plugins
 - scons : detect fmod or openal automatically
 - scons : openal esd trick/warning if alsa
 - scons : /etc/ld.so.conf : add a line with "/usr/local/lib" (where ogre is) and run /sbin/ldconfig
 - scons : check all libs, vorbisfile, with pkg ? etc..
 - check runtime shared object files : libfmodex.so libOgreMain.so