Difference between revisions of "OldRoadmap2006"

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(sfz0.2 : weapons (DONE))
(sfz0.3 : HUD (CURRENT))
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*** player name
 
*** player name
 
*** ship type ?
 
*** ship type ?
 +
*** hud stuff ?
 
* Combat
 
* Combat
 
** armor/shield level
 
** armor/shield level
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** target information (shiptype,playername)
 
** target information (shiptype,playername)
 
** scoreboard ?
 
** scoreboard ?
 +
** orientation and movement indicators (grid, compass, current target direction)
 
* Combat
 
* Combat
 
** seeking missiles (need target selection, will be made after HUD is complete)
 
** seeking missiles (need target selection, will be made after HUD is complete)

Revision as of 18:07, 11 April 2006

See also ToDoList

WARNING : This list is subject to changes.

CURRENT

sfz0.3 : HUD (CURRENT)

  • Config
    • move options to seperate config file(s)
      • mouse sensitivity
      • key bindings
      • player name
      • ship type ?
      • hud stuff ?
  • Combat
    • armor/shield level
    • different ship types
  • HUD
    • crosshair
    • "radar"=scanner
    • shield/armor-level indicator
    • target indicators around ships
    • movement-trail behind ships
    • energy and ammo level for weapons
    • target information (shiptype,playername)
    • scoreboard ?
    • orientation and movement indicators (grid, compass, current target direction)
  • Combat
    • seeking missiles (need target selection, will be made after HUD is complete)
    • big, charging weapons with hud indicator

NEXT

sfz0.4 : travel (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 (not started)

  • Autopilot
    • approach, follow
    • attack swings (for ai, as in starwolves)
  • AI-Ships
    • random attacks by pirates

sfz0.6 : autopilot, dumb npc (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 (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 (not started)

  • Gfx
    • planets
  • Planets
    • visible in system
    • dockable (autopilot) (meaning you can trade as with stations)

sfz0.9 : interstellar travel (not started)

  • Map
    • Galaxy-Map
  • Interstellar Travel
    • LaGrange Points


FINISHED

sfz0.2 : weapons (DONE)

  • 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)

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)

Ghoulsblade 20:05, 11 April 2006 (CEST) : worked a bit on shots and explosions, looking quite nice now i think (3 new screenshots), still not animated though, screenshots can be made ingame by pressing "f", dumped particles from this roadmap, not really needed currently, so now we are done with milestone number 2, jeeehaww !

sfz0.1 : first test flight (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....