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.
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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 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://vegastrike.sourceforge.net/forums/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==
''Stuff that's under discussion and may coincide with the release.''
 
* 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]
 
**[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]
 
 
 
-->
 
* 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 ==
+
=Unscheduled Topics and Tasks=
  
===Bugfixing===
+
==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:
 
list of bugs included for this release:
 
* The economic system needs a review (see [http://vegastrike.sourceforge.net/forums/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 its probably not vital. Peace out all.
  
===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://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...]
  
===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)  
Line 81: Line 50:
 
* Cubemap environment to replace sphere meshes [safemode, NOT STARTED]
 
* Cubemap environment to replace sphere meshes [safemode, NOT STARTED]
 
* 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://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
 +
* High Dynamic Range Lighting (HDRL)
 +
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3436 forum thread]
 +
* 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]
 +
* Phasing out all XMESH files
 +
* Bump mapping (req. small engine rewrite? or [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=4288 transition to another rendering engine?])
 +
* Phasing out Launcher.exe (nearly done)
 +
* Seamless planetary flight
  
===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://vegastrike.sourceforge.net/forums/viewtopic.php?t=3246 CVS Testing -- The Campaign] (sticky forum thread)
  
===Artwork===
+
==Data and Artwork==
  
 
* Normal maps (for shaders) support for all units in game
 
* Normal maps (for shaders) support for all units in game
Line 96: Line 88:
 
* Improvement of some low-quality star images
 
* Improvement of some low-quality star images
 
* Improve shield graphics for Target VDU [pyramid, PENDING]
 
* Improve shield graphics for Target VDU [pyramid, PENDING]
 
+
* New logo/icons
== Future Development Items ==
+
**See [[Development:Logos & Signage]]
 +
<!-- Old Logo Links:
 +
**[http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3586 CubOfJudahsLion's Logo Proposal]
 +
**[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] -->
 +
* 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]
 +
* Rework HUD
 +
* 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://vegastrike.sourceforge.net/forums/viewtopic.php?t=6190 Rebalance Countdown] forums thread
 
** [http://vegastrike.sourceforge.net/forums/viewtopic.php?t=3806 Announcement and discussion in the forum]
 
** [http://vegastrike.sourceforge.net/forums/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
 
* Phasing out Launcher.exe (nearly done)
 
  
==See also==
+
==Documentation==
 +
 
 +
 
 +
=See Also=
 
* [[FAQ:Feature Requests]]
 
* [[FAQ:Feature Requests]]
 
* [[Vegastrike:Features]]
 
* [[Vegastrike:Features]]
  
 
[[Category:Development]] [[Category:Roadmaps]]
 
[[Category:Development]] [[Category:Roadmaps]]

Revision as of 15:48, 12 May 2008

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

Unscheduled Topics and Tasks

Bugfixing

list of bugs included for this release:

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 its probably not vital. Peace out all.

Multiplayer

Engine

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

Data and Artwork

Documentation

See Also