Roadmap
From SfzWiki
								
												
				see also the now obsolete OldRoadmap2006
see also Notes
simple multiplayer
target : just fly around together, blowing up asteroids and each other
-  
load ships saved in editor as nodegroups -  
extend cRobRenderOp::ConvertToMesh in robrenderable.cpp to add submeshes to existing meshes - (load ships saved in editor as mesh)
 - (generate LOD meshes for ships)
 - (remove inner faces of ships)
 -  
server : open tcp listen socket (net_L.cpp : NetListen, PopAccepted) -  
client : open connection to server socket (net_L.cpp : NetConnect) -  
send simple tcp messages : e.g. chatline (main.lua:232:SendChat , net_L.cpp NetReadAndWrite) -  
server : send spawn-messages for stuff created after join to client -  
server : send spawn-messages for world on playerjoin -  
server : send-resync-stuff (prepared in in location_L.cpp : SendResyncs) -  
client : receive-resync-stuff (prepared in in resyncreceiver_L.cpp) -  
client : send mouse/rotation/turn quaternion to server (udp) -  
client : send key-changes to server (tcp, accelerate, fire weapon) -  
server : receive player turn and keys -  
server : send effects (laserbeam on weapon) to server -  
server : ray/sphere hit detection : laser destroys ship or asteroids -  
server : respawn killed clients when space key is pressed - server : detect and handle create-listener error
 - client : detect and handle connect error
 - server : detect and handle client-disconnect
 - select shiptype and enter name before join (reselect shiptype for respawn?)
 -  
sounds effects - maybe http://jamendo.com background- and mainmenu-music
 -  
third person cam ingame - weapon icons with range and damage indicators, and recharge indicators
 - gui : target lists
 -  
gui : select targets with mouse click directly - 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
-  
draw inverted ship mesh as interior background -  
switch between inside and outside view -  
tile-based walking inside ship -  meshes and textures for indoor stuff
-  
couch -  
multi-part-engine -  
engine -  
grate -  
ladders -  
computer consoles -  
table -  
flowers -  
door - elevator (=door + moving platform)
 
 -  
 -  
menu for placing items inside ship - save items inside ship to file (ingame save and/or mapedit save)
 - shipeditor : toggle between inside/outside