Difference between revisions of "Development:Roadmap"

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*Run-time changeable configuration option and key-binding infrastructure
 
*Run-time changeable configuration option and key-binding infrastructure
 
*In-flight map improvement
 
*In-flight map improvement
 +
** Support full expressivity of BFXM animations
 +
** Install time generation of all BSP files
  
 
==Python==
 
==Python==

Revision as of 16:13, 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

  • Get mac building under a unified central build file (if it doesn't use ./configure)
  • 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.
  • Implement OGRE as the rendering backend
  • High Dynamic Range Lighting (HDRL)
  • Fine-tuning SPEC
  • Inter-system SPEC travel (without jump nodes)
  • Keyboard remap
  • 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
  • Phasing out all XMESH files
  • Bump mapping (req. small engine rewrite? or transition to another rendering engine?)
  • Phasing out Launcher.exe (nearly done)
  • Seamless planetary flight
  • Upgrades
    • user-warehouse for intermediate part storage
    • selection interface for activating/deactivating parts
    • fix displaying of irrelevant stats
    • decouple tags and names, more tag types
  • Debris Fields
  • Run-time changeable configuration option and key-binding infrastructure
  • In-flight map improvement
    • Support full expressivity of BFXM animations
    • Install time generation of all BSP files

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

  • readme, sys requirements, and installation instructions for each release
  • player guide update for each release

See Also