OldRoadmap2006

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Revision as of 18:50, 10 September 2006 by Ghoulsblade (Talk | contribs)

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See also ToDoList

WARNING : This list is subject to changes.

CURRENT

sfz0.4 : travel

  • traveling
    • teleport to other locations (DONE)
    • 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 (DONE)
    • send & resync only objects near player
    • location hierarchy
    • fleet locations for SPEC Drive
  • Map
    • Local Planets & Stations (System Map)
    • Systems (Galaxy Map)
  • Interstellar Travel

Ghoulsblade 01:33, 8 September 2006 (CEST) : location systems starts working, some heavy code restructuring has just been finished, and although collision detection is still broken, we definitely moved forward. Beware that this evenings svn commit is still work in process, and might be unstable, but it compiles and runs, and i gotta sleep a bit now. Nothing new is visible yet, as there is no ingame command to change locations, but the code structure is ready, so we should see some basic traveling features any day now.

Ghoulsblade 20:13, 9 September 2006 (CEST) : location system is working, in the current svn you can teleport between our first 2 test-locations using f1 and f2. Known bugs : collision and radar isn't working, and the hud-target-indicators still show objects outside the current location. Will be fixed soon.

Ghoulsblade 20:49, 10 September 2006 (CEST) : target indicators fixed, f-key cheat disabled, "jump" menu available when far enough from system center. Location creation is now handled via a map-file-loader, different skyboxes and fog settings are possible. Collision and radar are still broken as well as the pirate ai for target picking.

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 (DONE)
    • 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:DONE)
    • 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 (DONE)
    • simple dialog windows (DONE)
  • HUD
    • text (DONE)
    • crosshair (DONE)
    • "radar"=scanner (STARTED)
    • radial grid (circles around coordinate origin, and orthogonal lines to objects) (DONE)
    • target information around ships (playername,distance) (DONE)
    • where-you-have-to-shoot indicator (DONE)
    • movement-trail behind ships (DONE)
    • 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:DONE)
    • ingame mouse cursor (DONE)
    • 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 (DONE)
    • lua binding to dialog system (STARTED)
    • lua binding to c++-timer class
    • lua binding to hud system (DONE)
    • improve lua vector & quaternion lib
  • Stations
    • dockable (a buyzone when near is enough for now)
  • Trading
    • buyzone near station (DONE)
    • buybutton when in buyzone (DONE)
    • ships and asteroids drop collectable loot (gives credits) (DONE)
    • buying weapon upgrades directly with button (DONE)
    • 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)


Ghoulsblade 23:39, 15 April 2006 (CEST) : sorry, i've been a bit quiet these past days, needed to clean a few things up before starting work on the HUD (using ogre input system now, smartptr and listener improved, c++ timer class implemented) but now the HUD is started, and we have a simple crosshair, more will follow soon =)

Ghoulsblade 13:37, 17 April 2006 (CEST) : After a full day coding with hagish, we have lots of cool new stuff, hud target info and aiming help thingies, simple but damn cool physics (try playing pool(billiard) by ramming asteroids) and even ingame dialog windows (for entering playername and such)

Ghoulsblade 17:56, 24 April 2006 (CEST) : sorry, it has been quiet lately, i have been (and still am) busy porting iris (a 3d client for ultima, see [[1]]) to the ogre3d engine, so far they have been using a homebrewn engine. My port is far from playable and only a rough test, but i couldn't resist to upload a few screenshots, see IrisOgreScreenshots

Ghoulsblade 23:05, 1 June 2006 (CEST): it's been quiet but we have quite a bit of progress, just no time to write about it, speedlines have been added to give visual feedback for own velocity, the hud-element-system has been made completely scriptable, and we just found and fixed the "crash on ship death" bug under win, so a more playable win release should be available soon. I also just made a "buyzone" near the space-station, that shows a hud button when the player is within, still todo is to actually be able to buy something (just weapon upgrades for a start) and getting destroyed enemies and astaroids to drop something collectable to give the player cash to buy things with =)

Ghoulsblade 23:19, 1 June 2006 (CEST) i changed our roadmap a little, now trading (at least equipment) is on our current milestone...

Ghoulsblade 08:14, 19 June 2006 (CEST) : we tried CEGUI but didn't really like it, so we are currently working on our own little GUI-System. It will probably feature html-like dialog-specification-syntax, so custom dialogs can be sent from the server, strong lua integration, and customizable layout-handling.

Ghoulsblade 23:22, 29 June 2006 (CEST) : after playing (too much) guildwars, i finally completed the border-color-clipplane-thingie, a graphical element that will be used intensly by our gui, it can be coloured freely, even colour-transitions from the edges, supports clipping (for parent-child hierarchy and scrolling later on) and consists of 3x3 parts (middle + borders), where each part can use its own set of texturecoordinates, and the middle can have a seperate texture from the borders, e.g. something tilable.

Ghoulsblade 16:27, 3 July 2006 (CEST) : jehaww, the text element for our gui system is ready Screenshots

Ghoulsblade 14:47, 15 August 2006 (CEST) : After long silence (the end of the semester, lots of tests, and a lot of guildwars to save our sanity) things start rolling again. I'm currently cleaning up a few things in the code that have mutated a bit while experimenting with them, and the lua interface.

Ghoulsblade 18:37, 6 September 2006 (CEST) : been busy starting the iris and zw rewrite, but now also working a bit on sfz again. Next thing planned are locations, eg. traveling between different places instead of just the one lame old asteroid field, but it'll take a while as this is a major design decision, so we have to plan carefully.

Ghoulsblade 01:27, 8 September 2006 (CEST) : a few points are still open, but the hud is basically functional, and work on the location system (which is mainly used for travelling) has started, so its time to move on to the next point on the roadmap


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)

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

  • 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....