Difference between revisions of "Development:Roadmap:0.6.0"

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== 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 for each intermediate and until the 0.6.0 release.
 +
 
 +
=Generic Roadmap=
 +
This roadmap is in need of further broken down into release specific tasks and assignment of those.
  
Vega Strike Upon the Coldest Sea stable version 0.5.0 was released on 2008-04-24.
+
==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 and normal map tangents
 +
*Shader updates
  
This is a task list for intermediate 0.5.x releases. The stuff that should get done before the until 0.6.0 release.
+
=Release Roadmap=
  
 
There are up to three sections in each roadmap release chapter:
 
There are up to three sections in each roadmap release chapter:
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* '''Other''' relates to: documentation, wiki, project web page, masters repository, project management
 
* '''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}]
+
Each task item should also have a prefixed tag in the form of ['''STATUS'''{=OPEN, ONGOING, DONE}, development-coordinator{=''username''}]
  
=== 0.5.1 ===
+
== 0.5.1 ==
  
 
'''VS Engine'''
 
'''VS Engine'''
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* '''[OPEN]''' (''?'') Units retexturing including bumpmaps. List of required changes needs to be prepared.
 
* '''[OPEN]''' (''?'') Units retexturing including bumpmaps. List of required changes needs to be prepared.
  
=== 0.5.2 ===
+
== 0.5.2 ==
 
'''VS Engine'''
 
'''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
 
* Ray Collider. (alongside bsp collider tunable via configure switch ala how opcode was done). Wont be turned on by default until 0.5.3
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* '''[OPEN]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).
 
* '''[OPEN]''' (''pyramid'') Extensions renaming and standardization (.image, .texture, .sprite).
  
=== 0.5.3 ===
+
== 0.5.3 ==
 
'''VS Engine'''
 
'''VS Engine'''
 
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.
 
* '''[OPEN]''' ''(safemode)'' Ray collider turned on, BSP stuff removed.
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* setup tool
 
* setup tool
  
=== 0.5.4 ===
+
== 0.5.4 ==
 
'''VS Engine'''
 
'''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.  
 
* '''[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.  
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* Get codebase stabilized in prep for refactoring graphics code.
 
* Get codebase stabilized in prep for refactoring graphics code.
  
=== 0.5.5 ===
+
== 0.5.5 ==
 
'''VS Engine'''
 
'''VS Engine'''
 
* Refactor graphics code.
 
* Refactor graphics code.
 
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.
 
* ['''OPEN'''] (''ace123'') Make jump points be drawn on HUD only.
  
=== 0.5.6 ===
+
== 0.5.6 ==
 
* Bug fixes.
 
* Bug fixes.
 
* Texture additions/ etc
 
* Texture additions/ etc
 
* Document refactored graphics and sound code.
 
* Document refactored graphics and sound code.
  
=== 0.5.7 ===
+
== 0.5.7 ==
 
* Thread graphics code and sound code with boost threads.
 
* Thread graphics code and sound code with boost threads.
 
* Bug Fixing.  
 
* Bug Fixing.  
  
=== 0.5.9 ===
+
== 0.5.9 ==
 
* sound refactoring Phase III would add environmental effects
 
* sound refactoring Phase III would add environmental effects
 
* Bug Fixing.
 
* Bug Fixing.
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* Credits
 
* Credits
  
=== 0.6.0 ===
+
== 0.6.0 ==
 
* Minor bug fixes from previous revision
 
* Minor bug fixes from previous revision
 
* Packaging
 
* 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
 
  
 
[[Category:Roadmaps]]
 
[[Category:Roadmaps]]

Revision as of 16:26, 12 May 2008

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 for each intermediate and until the 0.6.0 release.

Generic Roadmap

This roadmap is in need of further broken down into release specific 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 and normal map tangents
  • Shader updates

Release Roadmap

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

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) 8 faces for armor HUD image
  • [FINISHED] (pyramid) Updates to the shader (commit chuck's unit shader)
  • [ONGOING] (klauss) Add support for "TexturePackingVersion" variable in xmesh
  • [ONGOING] (klauss) Tangent support for normal maps
  • [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 and standardization (.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