Difference between revisions of "Development:Roadmap"

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This article is a work in progress, and is intended to become a centralized list of what we want to see for the 0.5.0 release, how it can be accomplished, and who is planning to work on it.
+
This article is a work in progress, and is intended to become a centralized list of what we want to see for each release, how it can be accomplished, and who is planning to work on it.
  
General roadmap discussion should occur in the [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3518 proper thread]. The wiki [[Talk:Development:Roadmap|talk page]] may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.
+
General roadmap discussion should occur on the [http://forums.vega-strike.org/viewforum.php?f=27 Developer Focus Forum]. The wiki [[Talk:Development:Roadmap|talk page]] may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.
  
==Roadmap==
+
=Roadmap=
  
====0.4.3====
+
==0.4.3==
 
[[Development:Roadmap:0.4.4|Road map to v0.4.4]]
 
[[Development:Roadmap:0.4.4|Road map to v0.4.4]]
====0.5.0====
+
 
 +
==0.5.0==
 
[[Development:Roadmap:0.5.0|Road map to v0.5.0]]
 
[[Development:Roadmap:0.5.0|Road map to v0.5.0]]
====0.6.0====
+
 
 +
==0.6.0==
 
[[Development:Roadmap:0.6.0|Road map to v0.6.0]]
 
[[Development:Roadmap:0.6.0|Road map to v0.6.0]]
  
==Aspects for consideration==
+
==0.7.0 to 1.0.0 ==
''Stuff that's under discussion and may coincide with the release.''
+
Roadmap is not yet available.
* Multiplayer
 
** See [[Development:Network]]
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3895 what would you like to see in the vegastrike multiplayer?]
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3632 Multiplayer questions?]
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2176 multiplayer concerns]
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6930 if VS does go multiplayer...]
 
* New logo/icons
 
**See [[Development:Logos & Signage]]
 
<!-- Old Logo Links:
 
  
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]
+
=Unscheduled Topics and Tasks=
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3815 st_jack's Logo Proposal]
 
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3207 Strangelet's Logo Proposal]
 
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3563 Pixel Sage's Logo Proposal]
 
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3486 ommadawn's New Icon]
 
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3411 workign on some new logos for VS]
 
  
-->
+
==Bugfixing==
* Improved planet textures (Higher quality/Fractal Enhanced?)
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3543 Auto-Enhancing Textures]
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=1970 Fractal Generation System]
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]
 
* Flesh out storyline / Devise more story-based missions
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)
 
* Rework HUD
 
* Strangelet's new LODs
 
* Ethereal walker's ship/weapons pack
 
* Implement [http://www.ogre3d.org/ OGRE] as the rendering backend
 
**See [[Development:Ogre]]
 
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 Graphic engine and graphic technologies] forums thread
 
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6032 Ogre interface framework] forums thread
 
 
 
==Future additions==
 
''These will hopefully be implemented sometime in the future, probably after 0.5.0.''
 
* High Dynamic Range Lighting (HDRL)
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3436 forum thread]
 
* Shaders
 
 
 
== Unsorted Task List ==
 
 
 
===Bugfixing===
 
 
* [http://sourceforge.net/tracker/?group_id=19507&atid=119507 Sourceforge Bug Tracker]
 
* [http://sourceforge.net/tracker/?group_id=19507&atid=119507 Sourceforge Bug Tracker]
list of bugs included for this release:
+
* The economic system needs a review (see [http://forums.vega-strike.org/viewtopic.php?t=10597 forum thread])
* The economic system needs a review (see [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=10597 forum thread])
 
 
Bugs reported through the forum:
 
Bugs reported through the forum:
* In in system defend missions, the type of enemy ship didn't seem to display. it just had an extra space in the mission description (should have said Redeemer)
+
* In in system defend missions, the type of enemy ship didn't seem to display, it just had an extra space in the mission description (should have said Redeemer)
* Javelin rockets cost 30,000 credits a piece. Should be more like 30 creds I think.
+
* Javelin rockets cost 30,000 credits a piece. Should be more like 30 credits I think.
* Finally, in the output after I quit, there were about 50 python traceback warningS about not finding a cultivator.stock entry in units.csv. maybe one should be added, although its probably not vital. Peace out all.
+
* Finally, in the output after I quit, there were about 50 python traceback warnings about not finding a cultivator.stock entry in units.csv. maybe one should be added, although it's probably not vital. Peace out all.
 +
* In some cases ship travels through stars.
  
===Multiplayer===
+
==Multiplayer==
  
* Multi-player support beta [ace123]
+
* (''ace123'') Multi-player support beta
 
* Server list support, ala Quake
 
* Server list support, ala Quake
 +
** See [[Development:Network]]
 +
** [http://forums.vega-strike.org/viewtopic.php?t=3895 what would you like to see in the vegastrike multiplayer?]
 +
** [http://forums.vega-strike.org/viewtopic.php?t=3632 Multiplayer questions?]
 +
** [http://forums.vega-strike.org/viewtopic.php?t=2176 multiplayer concerns]
 +
** [http://forums.vega-strike.org/viewtopic.php?t=6930 if VS does go multiplayer...]
  
===Engine===
+
==Engine==
  
 
* Get mac building under a unified central build file (if it doesn't use ./configure)  
 
* Get mac building under a unified central build file (if it doesn't use ./configure)  
* Implement opcode's Ray Collider for ray-mesh collisions. [safemode, ONGOING]
 
 
* Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.
 
* Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.
 
* Fix multi-ship ownership loopholes.
 
* Fix multi-ship ownership loopholes.
 
* Faction level AI (or at least the imitation of one)  
 
* Faction level AI (or at least the imitation of one)  
* Cubemap environment to replace sphere meshes [safemode, NOT STARTED]
+
* Cubemap environment to replace sphere meshes [DONE]
 
* Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.
 
* Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.
 +
* Implement [http://www.ogre3d.org/ OGRE] as the rendering backend
 +
**See [[Development:Ogre]]
 +
**[http://forums.vega-strike.org/viewtopic.php?t=4288 Graphic engine and graphic technologies] forums thread
 +
**[http://forums.vega-strike.org/viewtopic.php?t=6032 Ogre interface framework] forums thread
 +
* High Dynamic Range Lighting (HDRL)
 +
** [http://forums.vega-strike.org/viewtopic.php?t=3436 forum thread]
 +
* Fine-tuning SPEC
 +
** Forum threads <BR/>[http://forums.vega-strike.org/viewtopic.php?t=2709 SPEC drive changes] (thread started by pincushionman) <BR/>[http://forums.vega-strike.org/viewtopic.php?t=3482 spec system]
 +
* Inter-system SPEC travel (''without'' jump nodes)
 +
* Keyboard remap
 +
** [http://forums.vega-strike.org/viewtopic.php?t=3445 Keyboard Bindings] (thread started by [[User:Silverain|Silverain]])
 +
** See [[Manual:Keyboard layout]] for graphics/templates for new bindings
 +
** See [[Manual:Config:Advanced]] for the binding-syntax in the config file
 +
*A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated  [ This may already have been done in 0.5,  Verification?]
 +
**Benefit: Improved ship spawn distances/locations
 +
* Space dust
 +
** [http://forums.vega-strike.org/viewtopic.php?t=4904 A forum discussion on the pros and cons of space debris and other means to get a feeling for speed]
 +
* Phasing out all XMESH files
 +
* Bump mapping [DONE - needs texturing work]
 +
* Seamless planetary flight
 +
* Upgrades
 +
** user-warehouse for intermediate part storage
 +
** selection interface for activating/deactivating parts
 +
** fix displaying of irrelevant stats
 +
** decouple tags and names, more tag types
 +
*Debris Fields
 +
*Run-time changeable configuration option and key-binding infrastructure
 +
*In-flight map improvement
 +
* Support full expressivity of BFXM animations
 +
* Install time generation of all BSP files
 +
* Videos of system or battles in the news
 +
* Salvage-marker buoy would be a nice wrinkle to salvage economics
  
===Python===
+
==Python==
  
* Make jumpoint wireframes HUD only. Allow for selective disabling/enabling of jump points via python.  
+
* Make jump point wire frames HUD only. Allow for selective disabling/enabling of jump point wire frame representations via python.  
 
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships).  
 
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships).  
 +
* Flesh out storyline / Devise more story-based missions
 +
** [http://forums.vega-strike.org/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)
 +
* (''ace123'') Fixing the ugly mission class (things that would change are the functions "VS.terminateMission" and "Director.Mission.__init__")
  
===Artwork===
+
==Data and Artwork==
  
* Normal maps (for shaders) support for all units in game
+
* '''[OPEN]''' ''(pyramid)'' Cockpit graphics for all units.
* Cockpit graphics for all units.
+
* '''[OPEN]''' ''(pyramid)'' Supplement missing cargo graphics and improvement of low-quality cargo graphics
* 8 faces for shields and cargo hud [pyramid, PENDING]
+
* '''[OPEN]''' ''(pyramid)'' Improvement of space backgrounds
* Revision of planet types [pyramid, PENDING]
+
* '''[OPEN]''' ''(pyramid)'' Improvement of some low-quality star images
* File extensions review and standardization [pyramid, PENDING]
+
* '''[OPEN]''' ''(pyramid)'' New ship HUD images (see: [[http://forums.vega-strike.org/viewtopic.php?p=98173 cockpit HUD shields and armor]])
* Supplement missing cargo graphics and improvement of low-quality cargo graphics
+
* '''[OPEN]''' ''(pyramid)'' moons around planets
* Improvement of space backgrounds
+
* New logo/icons
* Improvement of some low-quality star images
+
**See [[Development:Logos & Signage]]
* Improve shield graphics for Target VDU [pyramid, PENDING]
+
<!-- Old Logo Links:
 
+
**[http://forums.vega-strike.org/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]
== Future Development Items ==
+
**[http://forums.vega-strike.org/viewtopic.php?t=3815 st_jack's Logo Proposal]
 +
**[http://forums.vega-strike.org/viewtopic.php?t=3207 Strangelet's Logo Proposal]
 +
**[http://forums.vega-strike.org/viewtopic.php?t=3563 Pixel Sage's Logo Proposal]
 +
**[http://forums.vega-strike.org/viewtopic.php?t=3486 ommadawn's New Icon]
 +
**[http://forums.vega-strike.org/viewtopic.php?t=3411 workign on some new logos for VS] -->
 +
* Fixers, fixers, and more fixers
 +
* Improved planet textures (Higher quality/Fractal Enhanced?)
 +
** [http://forums.vega-strike.org/viewtopic.php?t=3543 Auto-Enhancing Textures]
 +
** [http://forums.vega-strike.org/viewtopic.php?t=1970 Fractal Generation System]
 +
** [http://forums.vega-strike.org/viewtopic.php?t=2371 More pretty stuff: atmospheres and planet surfaces]
 +
* Rework HUD & 3D Cockpits
 +
* Strangelet's new LODs
 +
* Ethereal walker's ship/weapons pack
 
* Stats rebalance
 
* Stats rebalance
 
** See [[Development:Rebalance]] for detailed task list and information
 
** See [[Development:Rebalance]] for detailed task list and information
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=6190 Rebalance Countdown] forums thread
+
**[http://forums.vega-strike.org/viewtopic.php?t=6190 Rebalance Countdown] forums thread
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3806 Announcement and discussion in the forum]
+
** [http://forums.vega-strike.org/viewtopic.php?t=3806 Announcement and discussion in the forum]
* Fine-tuning SPEC
 
** Forum threads <BR/>[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=2709 SPEC drive changes] (thread started by pincushionman) <BR/>[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3482 spec system]
 
* Inter-system SPEC travel (''without'' jump nodes)
 
* Keyboard remap
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3445 Keyboard Bindings] (thread started by [[User:Silverain|Silverain]])
 
** See [[Manual:Keyboard layout]] for graphics/templates for new bindings
 
** See [[Manual:Config:Advanced]] for the binding-syntax in the config file
 
*A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated  [ This may already have been done in 0.5,  Verification?]
 
**Benifit: Improved ship spawn distances/locations
 
* Space dust
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4904 A forum discussion on the pros and cons of space debris and other means to get a feeling for speed]
 
* Bump mapping (req. small engine rewrite? or [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 transition to another rendering engine?])
 
 
* Re-working cargo organization?
 
* Re-working cargo organization?
* Phasing out all XMESH files
+
* Mine fields (just a minefield unit + AI script)
* Phasing out Launcher.exe (nearly done)
+
 
 +
==Documentation==
 +
* readme, sys requirements, and installation instructions for each release
 +
* player guide update for each release
 +
* Vega Strike universe information:
 +
** Complete Ships list.
 +
** Complete histories.
 +
* Forum consolidation (Development, Artwork, Feature Requests) (Help and Bug Reports)
 +
* Move forum to phbb3
  
==See also==
+
=See Also=
 
* [[FAQ:Feature Requests]]
 
* [[FAQ:Feature Requests]]
 
* [[Vegastrike:Features]]
 
* [[Vegastrike:Features]]
 +
* [[Development:Spaceflight]]
  
 
[[Category:Development]] [[Category:Roadmaps]]
 
[[Category:Development]] [[Category:Roadmaps]]

Latest revision as of 06:36, 2 December 2012

thumb_arrow_up.png Development

This article is a work in progress, and is intended to become a centralized list of what we want to see for each release, how it can be accomplished, and who is planning to work on it.

General roadmap discussion should occur on the Developer Focus Forum. The wiki talk page may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.

Roadmap

0.4.3

Road map to v0.4.4

0.5.0

Road map to v0.5.0

0.6.0

Road map to v0.6.0

0.7.0 to 1.0.0

Roadmap is not yet available.

Unscheduled Topics and Tasks

Bugfixing

Bugs reported through the forum:

  • In in system defend missions, the type of enemy ship didn't seem to display, it just had an extra space in the mission description (should have said Redeemer)
  • Javelin rockets cost 30,000 credits a piece. Should be more like 30 credits I think.
  • Finally, in the output after I quit, there were about 50 python traceback warnings about not finding a cultivator.stock entry in units.csv. maybe one should be added, although it's probably not vital. Peace out all.
  • In some cases ship travels through stars.

Multiplayer

Engine

  • Get mac building under a unified central build file (if it doesn't use ./configure)
  • Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.
  • Fix multi-ship ownership loopholes.
  • Faction level AI (or at least the imitation of one)
  • Cubemap environment to replace sphere meshes [DONE]
  • Make ships (ai too) dock sanely. (auto way points?) Super big ships cant dock inside small docking bays.
  • Implement OGRE as the rendering backend
  • High Dynamic Range Lighting (HDRL)
  • Fine-tuning SPEC
  • Inter-system SPEC travel (without jump nodes)
  • Keyboard remap
  • A hierarchical fidelity model for physics simulation so as to expand the number of objects that can be concurrently simulated [ This may already have been done in 0.5, Verification?]
    • Benefit: Improved ship spawn distances/locations
  • Space dust
  • Phasing out all XMESH files
  • Bump mapping [DONE - needs texturing work]
  • Seamless planetary flight
  • Upgrades
    • user-warehouse for intermediate part storage
    • selection interface for activating/deactivating parts
    • fix displaying of irrelevant stats
    • decouple tags and names, more tag types
  • Debris Fields
  • Run-time changeable configuration option and key-binding infrastructure
  • In-flight map improvement
  • Support full expressivity of BFXM animations
  • Install time generation of all BSP files
  • Videos of system or battles in the news
  • Salvage-marker buoy would be a nice wrinkle to salvage economics

Python

  • Make jump point wire frames HUD only. Allow for selective disabling/enabling of jump point wire frame representations via python.
  • New campaigns. Some to put you into different factions to start out with (and thus different systems/ships).
  • Flesh out storyline / Devise more story-based missions
  • (ace123) Fixing the ugly mission class (things that would change are the functions "VS.terminateMission" and "Director.Mission.__init__")

Data and Artwork

Documentation

  • readme, sys requirements, and installation instructions for each release
  • player guide update for each release
  • Vega Strike universe information:
    • Complete Ships list.
    • Complete histories.
  • Forum consolidation (Development, Artwork, Feature Requests) (Help and Bug Reports)
  • Move forum to phbb3

See Also