OldRoadmap2006

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Revision as of 19:49, 10 May 2007 by Ghoulsblade (Talk | contribs)

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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.

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