Difference between revisions of "Development:Roadmap:0.6.0"

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This roadmap is in need of further break down to tasks and assignment of those.
 
This roadmap is in need of further break down to tasks and assignment of those.
  
*Factions rework  
+
=Factions rework =
 
**Hierarchical factions (e.g. *_citizen, affects *)  
 
**Hierarchical factions (e.g. *_citizen, affects *)  
 
**Allowing for non-factions (privateer is already our nonfaction, we just need to fix some of the behavior.)
 
**Allowing for non-factions (privateer is already our nonfaction, we just need to fix some of the behavior.)
**Faction-level AI
+
*Faction-level AI
**Ability for player joining a faction
+
*Ability for player joining a faction
 
*AI micro (ship, fg), macro(fg/faction), and faction-level AI
 
*AI micro (ship, fg), macro(fg/faction), and faction-level AI
*Content Creation Tools
 
**Prerequisite: straight XML
 
**System Editor
 
**Unit Editor
 
**CSV Editor (MPL, faction_ships.py, units.csv)
 
**Mission Editor
 
**Campaign Editor
 
**Config Editor
 
*Multiplayer
 
**Persistence (systems, bases, flight groups, …)
 
*Building/Packaging:
 
**Move to cmake
 
*Documentation
 
**Document the general function/flow of the game
 
**Engine internals, API (development documentation)
 
**Python bindings
 
**Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?
 
*Engine rework
 
*Audio subsystem overhaul
 
*Support for texture versions
 
  
== Unsorted Task List ==
+
=Content Creation Tools=
 +
*Prerequisite: straight XML
 +
*System Editor
 +
*Unit Editor
 +
*CSV Editor (MPL, faction_ships.py, units.csv)
 +
*Mission Editor
 +
*Campaign Editor
 +
*Config Editor
  
===Bugfixing===
+
=Multiplayer=
* [http://sourceforge.net/tracker/?group_id=19507&atid=119507 Sourceforge Bug Tracker]
+
*Persistence (systems, bases, flight groups, …)
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])
 
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 creds 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===
+
=Building/Packaging=
 +
*Move to cmake
  
* Multi-player support beta [ace123]
+
=Documentation=
* Server list support, ala Quake
+
*Document the general function/flow of the game
 +
*Engine internals, API (development documentation)
 +
*Python bindings
 +
*Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?
  
===Engine===
+
=Engine rework=
 
+
*Audio subsystem overhaul
* Get mac building under a unified central build file (if it doesn't use ./configure)
+
*Support for texture versions
* 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.
 
* Fix multi-ship ownership loopholes.
 
* Faction level AI (or at least the imitation of one)
 
* 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.
 
 
 
===Python===
 
 
 
* Make jumpoint wireframes HUD only. Allow for selective disabling/enabling of jump points via python.
 
* New campaigns. Some to put you into different factions to start out with (and thus different systems/ships).
 
 
 
===Artwork===
 
 
 
* Normal maps (for shaders) support for all units in game
 
* Cockpit graphics for all units.
 
* 8 faces for shields and cargo hud [pyramid, PENDING]
 
* Revision of planet types [pyramid, PENDING]
 
* File extensions review and standardization [pyramid, PENDING]
 
* Supplement missing cargo graphics and improvement of low-quality cargo graphics
 
* Improvement of space backgrounds
 
* Improvement of some low-quality star images
 
* Improve shield graphics for Target VDU [pyramid, PENDING]
 
 
 
== Future Development Items ==
 
* Stats rebalance
 
** 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=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?
 
* Phasing out all XMESH files
 
* Phasing out Launcher.exe (nearly done)
 
  
 
[[Category:Roadmaps]]
 
[[Category:Roadmaps]]

Revision as of 10:26, 12 May 2008

Roadmap

Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.

This is a task list for intermediate 0.5.x releases. The stuff that should get done before the until 0.6.0 release.

There are up to three sections in each roadmap release chapter:

  • VS Engine relates to: modifications to c++, shaders, and python code (not including missions), repository structure changes, packaging system, support tools
  • VS Data relates to: modifications to art, data, and mission scripts
  • Other relates to: documentation, wiki, project web page, masters repository, project management

Each item should also have a tag attached at the end in the form of [development-coordinator{=username}, STATUS{=OPEN, ONGOING, DONE}]

0.5.1

VS Engine

  • [FINISHED] (safemode) Separate bin and data tree structure. Note: those who have data4.x already, set your client to not pull external repos or cancel when it tries to download data4.x. Then move your current data4.x alongside /bin, renaming it to data. Updates should work seamlessly and recurse into /data and /bin afterwards. Newcomers can just pull win32.
  • [FINISHED] (Ace123) Rename data4.x to data and patch corresponding source code where necessary.
  • [FINISHED] (safemode) Make a high quality graphics texture pack (hqtextures).
  • [FINISHED] (pyramid) Updates to the shader (commit chuck's unit shader)
  • [ONGOING] (klauss) Add a "TexturePackingVersion" variable to xmesh
  • [ONGOING] (klauss) sound refactoring phase I - basic functionality
  • [ONGOING] (klauss) movie support
  • [OPEN] (?) Shader support for planets (new unit.csv column)
  • [OPEN] (?) Preparation of a cross-platform packaging system
  • Minor bug fixes.

VS Data

  • [FINISHED] (safemode) requires a manual edit to config file to uncomment hqtextures line. This will be resolved with new vssetup. drop hqtextures down next to /data to use it.
  • [FINISHED] (pyramid) Higher pay for combat missions.
  • [ONGOING] (pyramid) Tutorial mission
  • [ONGOING] (pyramid) Porting of old quests to new engine (done: shipyard,
  • [OPEN] (?) Units retexturing including bumpmaps. List of required changes needs to be prepared.

0.5.2

VS Engine

  • Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
  • More shader fixes, texture updates/additions.
  • Make tools and readers operate on a Proper XML format , this could be switchable via special comment at top of xml input. This is for backwards compat with non proper xml files in mods. To be made default in 0.5.5
  • sound refactoring Phase II would add mixer channels (a feature to get seamless blending with music, comm chatter and sfx)

VS Data

  • [OPEN] (pyramid) Extensions renaming (.image, .texture, .sprite).

0.5.3

VS Engine

  • [OPEN] (safemode) Ray collider turned on, BSP stuff removed.
  • [OPEN] (klauss) XGUI support for scripts
  • Planet specific shaders.
  • More shader fixes (should be pretty good by now), texture updates/additions
  • [OPEN] (safemode) Continue to work on proper XML parsing in engine
  • update xml files in VS to be proper mode
  • setup tool

0.5.4

VS Engine

  • [ONGOING SPECIFICATION] (klauss, darkmage) content creation tools: end user tools for helping with content creation. These should be a part of vegastrike code-base, to keep things in sync and reduce maintenance.
  • make proper xml mode default, remove code to parse obsolete xml-ish code.
  • Get codebase stabilized in prep for refactoring graphics code.

0.5.5

VS Engine

  • Refactor graphics code.
  • [OPEN] (ace123) Make jump points be drawn on HUD only.

0.5.6

  • Bug fixes.
  • Texture additions/ etc
  • Document refactored graphics and sound code.

0.5.7

  • Thread graphics code and sound code with boost threads.
  • Bug Fixing.

0.5.9

  • sound refactoring Phase III would add environmental effects
  • Bug Fixing.
  • Documenation
  • Credits

0.6.0

  • Minor bug fixes from previous revision
  • Packaging

Generic 0.6.0 Roadmap

This roadmap is in need of further break down to tasks and assignment of those.

Factions rework

    • Hierarchical factions (e.g. *_citizen, affects *)
    • Allowing for non-factions (privateer is already our nonfaction, we just need to fix some of the behavior.)
  • Faction-level AI
  • Ability for player joining a faction
  • AI micro (ship, fg), macro(fg/faction), and faction-level AI

Content Creation Tools

  • Prerequisite: straight XML
  • System Editor
  • Unit Editor
  • CSV Editor (MPL, faction_ships.py, units.csv)
  • Mission Editor
  • Campaign Editor
  • Config Editor

Multiplayer

  • Persistence (systems, bases, flight groups, …)

Building/Packaging

  • Move to cmake

Documentation

  • Document the general function/flow of the game
  • Engine internals, API (development documentation)
  • Python bindings
  • Should we use the builtin python documentation standards for documenting this stuff--maybe in the stubs folder?

Engine rework

  • Audio subsystem overhaul
  • Support for texture versions