Development:Roadmap:0.6.0
Contents
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 before the until 0.6.0 release.
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 item should also have a tag attached at the end in the form of [development-coordinator{=username}, STATUS{=OPEN, ONGOING, DONE}]
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 a "TexturePackingVersion" variable to xmesh
- [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
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