Development:Roadmap
Development |
This article is a work in progress, and is intended to become a centralized list of what we want to see for the 0.5.0 release, how it can be accomplished, and who is planning to work on it.
General roadmap discussion should occur in the proper thread. The wiki talk page may be used for discussion and refinement of specific points, and conversations pertaining to the roadmap article itself.
0.5.0 Task List
Stuff that should get done before the release.
- 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)
Aspects for consideration
Stuff that's under discussion and may coincide with the release.
- Rudimentary multiplayer
- New logo/icons
- Improved planet textures (Higher quality/Fractal Enhanced?)
- Flesh out storyline / Devise more story-based missions
- CVS Testing -- The Campaign (sticky forum thread)
- Rework HUD
- Strangelet's new LODs
- Ethereal walker's ship/weapons pack
- Implement OGRE as the rendering backend
- See Development:Ogre
- Graphic engine and graphic technologies forums thread
- Ogre interface framework forums thread
Future additions
These will hopefully be implemented sometime in the future, probably after 0.5.0.
- High Dynamic Range Lighting (HDRL)
- Shaders