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roadmap.md

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Maps

###high priority

  • legacy map converter
    • add conversion for
      • domes
      • fields
      • walldoors
      • teleporters

###low priority

  • map loading
    • honor yaw/pitch/roll attributes for all objects, not just blocks
  • map syntax
    • need definitions/implementation for
      • per-level logic/scripting
      • assign ids to objects for scripting
      • fields/areas
      • custom shapes
      • assigning colors to shapes
      • enemies

Graphics

###high priority

  • walking animation

    • implement correct walk cycle
  • deferred shading, bloom, transparency

    • integrate shadows (directional higher priority than shadows from point-lights)

###low priority

  • updated assets

    • finalize projectile models
    • unigoody (or placeholder)
    • scout
    • pillbox or 'autoturret'
    • "ball"
    • mine
    • guard/ufo/ai walker
  • triangle debris when walkers scrape walls

  • particle effects

    • missle/lazer trails?
    • environmental, e.g. precipitation?

Networking

###high priority

  • time travelling
  • multiple physics simulations on the server/clients? (discussion here)

###low priority

  • server tracking
  • game metadata distribution (chat/level and asset distribution)
  • ladder
  • films hall of fame

Logic

  • player data
    • shield/plasma recharge rates based on energy level
    • ammo and boosters
    • respawns
    • incarnator selection
      • random order, unless order attribute explicitly set on incarnator objects
      • if multiple incarnators exist with same order value, select randomly within that subset
      • do allow for team masking
      • if number of players exceeds the number of incarnators, split players into "batches" and spawn them in ten second waves?
    • position, speed, velocity
  • game data: setup, types, start/end conditions, game recording
  • messages: triggering and listening for simple events, both in XML and whatever scripting set up we use
  • game modes
    • vanilla mode with baseline hull
    • custom 'loadout' mode
    • co-op firefight

Sound

###low priority

  • doppler effect
  • updated assets
    • plasma/missle/grenade loop
    • kArticWind etc. replacements
    • footstep sounds, goody sounds
    • teleporter sounds
    • xplosions

Physics (Bullet)

###higher priority

  • kinematic character controller
    • collision detection for damage and externally applied forces (explosions/weapons fire)
    • impulse vertical height adjustment/crouching for hitting ground from free-fall
  • ballistics
    • grenade lobbing!
    • "smart" missle tracking
    • walker energy, cannons, shield charging
    • laser cannons
    • splash/freesolid/laser damage/recoil

###lower priority

  • other collidables
    • fields/areas
    • kinematic map objects

User Interface

###lowest priority

  • preliminary designs
  • 3d target reticules (finalize plasma/missile, draft grenade)