Difference between revisions of "Development:Roadmap:0.6.0"
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* Normal maps (for shaders) support for all units in game | * Normal maps (for shaders) support for all units in game | ||
* Cockpit graphics for all units. | * Cockpit graphics for all units. | ||
+ | |||
+ | ==Unsorted 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 | ||
+ | **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) |
Revision as of 01:10, 20 February 2008
Task List
Multiplayer
- Server list support, ala Quake
Engine
- Get mac building under a unified central build file (if it doesn't use ./configure)
- Implement opcode's Ray Collider for ray-mesh collisions.
- Rewrite vssetup so that it parses sane XML, leading the way to a more understandable config file setup.
- Fix multi-ship ownage loopholes.
- Fix GL loading so DDS mipmaps aren't loaded into ram when they'll never be used.
- Faction level AI (or at least the imitation of one)
- Cubemap environment to replace sphere meshes
- 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.
Unsorted Items
- Stats rebalance
- See Development:Rebalance for detailed task list and information
- Rebalance Countdown forums thread
- Announcement and discussion in the forum
- Fine-tuning SPEC
- Forum threads
SPEC drive changes (thread started by pincushionman)
spec system
- Forum threads
- Inter-system SPEC travel (without jump nodes)
- Keyboard remap
- Keyboard Bindings (thread started by 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
- Benifit: Improved ship spawn distances/locations
- Space dust
- Bump mapping (req. small engine rewrite? or transition to another rendering engine?)
- Re-working cargo organization?
- Phasing out all XMESH files
- Phasing out Launcher.exe (nearly done)