Difference between revisions of "Development:Roadmap:0.6.0"
m (→0.5.4) |
m (→0.5.1) |
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'''VS Engine''' | '''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]''' (''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]''' ('' | + | * '''[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]''' (''safemode'') Make a high quality graphics texture pack (''hqtextures''). | ||
* '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD image | * '''[FINISHED]''' (''pyramid'') 8 faces for armor HUD image | ||
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* '''[ONGOING]''' (''klauss'') sound refactoring phase I - basic functionality | * '''[ONGOING]''' (''klauss'') sound refactoring phase I - basic functionality | ||
* '''[ONGOING]''' (''klauss'') movie support | * '''[ONGOING]''' (''klauss'') movie support | ||
− | * '''[OPEN]''' ('' | + | * '''[ONGOING]''' (''ace123'') player relationship with each faction |
− | * '''[OPEN]''' ('' | + | * '''[OPEN]''' (''ace123'') Shader support for planets (new unit.csv column) |
+ | * '''[OPEN]''' (''pyramid'') New planet shader | ||
+ | * '''[OPEN]''' (''safemode'') Preparation of a cross-platform packaging system | ||
* Minor bug fixes. | * Minor bug fixes. | ||
Line 77: | Line 79: | ||
* '''[ONGOING]''' (''pyramid'') Tutorial mission | * '''[ONGOING]''' (''pyramid'') Tutorial mission | ||
* '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine (done: shipyard, | * '''[ONGOING]''' (''pyramid'') Porting of old quests to new engine (done: shipyard, | ||
− | * '''[OPEN]''' (''?'') Units retexturing including | + | * '''[OPEN]''' (''?'') Units retexturing including normal, shininess, spec maps or texture packing version in mesh files. List of required changes needs to be prepared. |
== 0.5.2 == | == 0.5.2 == |
Revision as of 23:33, 15 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.
Contents
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 non-faction, we just need to fix some of the behavior.)
- Ability for player joining a faction
AI
- Faction-level AI (race / faction strategy)
- Micro AI (ship, fg, collision avoidance, tactical and navigational AI, roles definition)
- Macro (fg/faction)
- Flightgroups
- Classification (fleet, squadron, flotilla? etc. - something to differentiate between {5 plowshares} and {3 archimedes, 2 Tesla, 8 kahan, 20 schroedinger, 10 goddard, 5 watson} )
- Flightgroups should have subsets of ships that spawn together (combined arms)
- add another dimension to roles (attack AND defend/predator AND prey roles) instead of forcing both to be the same.
- AI spec drive use, escorts...
Content Creation Tools
- Prerequisite: straight XML, DTD (Document Type Definition) support
- 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
- [ONGOING] (ace123) player relationship with each faction
- [OPEN] (ace123) Shader support for planets (new unit.csv column)
- [OPEN] (pyramid) New planet shader
- [OPEN] (safemode) 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 normal, shininess, spec maps or texture packing version in mesh files. 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
VS Data
- [OPEN] (pyramid) Create custom systems with Homeworlds for races and factions
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.
- [OPEN] (safemode) new wormhole effects
- [OPEN] (safemode) improved ship AI
VS Data
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