Difference between revisions of "Roadmap"

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Please note: this page is old, not updated, and should be more thought of as a general outline of the direction we want to take the game in.
 
Please note: this page is old, not updated, and should be more thought of as a general outline of the direction we want to take the game in.
 +
 +
An annotated and updated (but incomplete) fork of the roadmap may be found at [[User:Sturnclaw|Sturnclaw's List]].
 +
  
 
== First milestone ==
 
== First milestone ==
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Basically we want external interfaces to be stable.
 
Basically we want external interfaces to be stable.
  
* New save file format
+
*New save file format (Done?)
* Separate Player from Ship (breaks Lua)
+
*Separate Player from Ship (breaks Lua)  
* Turn Missiles into guided Projectiles
+
*Turn Missiles into guided Projectiles  
* Module manifest
+
*Module manifest  
* Convert to new UI (but not redesigned HUD)
+
*[https://github.com/pioneerspacesim/pioneer/issues/4078 Convert to dear-imgui] (In progress)  
* Starsystem generation rewrite (plus custom systems)
+
*Starsystem generation rewrite (plus custom systems)
 +
*3D cockpits (only visual, not functional) (In progress)
  
 
== Second milestone ==
 
== Second milestone ==
  
Gameplay stuff, redesigned UI. Dunno yet.
+
*Gameplay stuff, redesigned UI. Dunno yet.  
 +
*Functional 3D cockpits
 +
 
 +
 
  
 
== Older stuff ==
 
== Older stuff ==
  
Pioneer has changed visioning system and will no longer release a 1.0 version. Development will continue continuously with new features and fixes added, making every new version slightly better than the one before. Below is a list of what was considered to be needed for a 1.0 release in the old version-naming scheme.
+
Pioneer has changed versioning system and will no longer release a 1.0 version. Development will continue continuously with new features and fixes added, making every new version slightly better than the one before. Below is a compiled list of features.
  
 
'''''Warning:''' This list is incomplete - and under active discussion so subject to change''
 
'''''Warning:''' This list is incomplete - and under active discussion so subject to change''
 +
 +
 
 +
 +
=== UI features ===
 +
 +
*Star views and navigation
 +
**Combine system (orbit) view into star map
 +
**Bookmarks, travel log
 +
**Maybe other streamlining as well? such as?
 +
**is galaxy view useful at all? 
 +
 +
*Missions and station interface
 +
**Redesign the bulletin board to allow filtering and searching (e.g., adverts have tags, as shown in [http://i.imgur.com/HJH9L.png this old mock-up]).
 +
**Better access to missions or BB. maybe alerts?
 +
**Centralise bulletin board within the station interface (ie, everything else hangs off the bulletin board; the BB is basically the station-wide-web)
 +
***Replace the "standard" commodity market with multiple traders/shops advertising on the BB
 +
***Replace the "standard" ship equipment and servicing screens with mechanics advertising on the BB
 +
***Replace the "standard" ship purchase screen with specialist shops advertising on the BB, plus also individual pilots posting ship-for-sale and ship-wanted adverts   
 +
 +
*Rewrite? the [https://pioneerspacesim.net/forum/viewtopic.php?f=3&t=24 HUD]
 +
*[https://github.com/pioneerspacesim/pioneer/issues/58 Add chase camera], padlock
 +
 
=== Technical features ===
 
=== Technical features ===
* The save system will be changed to allow future versions to be made without breaking all prior saved games.
 
* All user-interface will be converted to use the new-ui system and be driven by Lua.
 
* Star system generation will be rewritten to allow partially custom systems, and to allow some types of changes to be made without having knock-on effects through the entire galaxy or system.
 
* [[Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?)
 
  
=== Gameplay features ===
+
*[[Commodity_Prices|Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?)
* Military progression / treason.
+
*Weapons
* Something like the Scout missions the walterar has done, exploration jobs.
+
**goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and [https://github.com/pioneerspacesim/pioneer/pull/2844 turrets]
* No hypersace from in atmosphere / or too close to a planet surface.
+
**rewrite, basically
* In-system hyperspace jumps to make assassination missions and piracy actually possible.
+
**conflicts with lua trade goods/equipment?  
* Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon.
 
* A reason to actually have [[Crew]] on the ship.
 
* Cargo has volume, and this is what limits a cargo hold. [http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=245 forum]
 
  
=== More proposed stuff ===
+
*Factions
 +
**Remove random generation of factions
 +
**Factions into translation system
 +
**Custom systems into translation system 
 +
*Separate Player from Ships
 +
**to enable shuttlecraft and remote drones 
 +
*Hitpoints: use generic HP value instead of mass. system specific damage?
 +
*Cargo: use kg instead of tons
 +
*AI
 +
**needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...)
 +
**formations, anyone?
 +
**AI vs AI?
  
From [[User:Luomu|Luomu]] ([[User talk:Luomu|talk]]) 17:09, 1 May 2013 (PDT)
+
=== Gameplay features ===
  
* New, fault tolerant save system: this is the most important thing ever
+
*Thoughts on ship equipent, power, slots: [[Ship struct]]
* Rewrite the HUD
+
*Military progression / treason.
** Gather a list of components before doing any visual design
+
*Something like the Scout missions the walterar has done, exploration jobs.
* Controls
+
*No hypersace from in atmosphere / or too close to a planet surface.
** New input system: do we need one, or can the current one be fixed?
+
*In-system hyperspace jumps to make assassination missions and piracy actually possible.
** Current problems: conflicting binds, cannot bind multiple inputs per action
+
*Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon.
** Remove rarely used buttons?
+
*A reason to actually have [[Crew|Crew]] on the ship.
* Camera
+
** better hyperjump planning, for multiple jumps,
** Add chase camera, padlock
+
** Better autopilot (i.e. make actual auto equipment perform worse)
* Weapons
+
*Cargo has volume, and this is what limits a cargo hold. [https://forum.pioneerspacesim.net/viewtopic.php?f=3&t=245 forum]
** goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and turrets
+
*Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere  
** rewrite, basically
+
*Ship visual customization  
** turn missiles into guided projectiles instead of ships
+
*Space stations  
** conflicts with lua trade goods/equipment?
+
**external docking  
* Factions
+
**traffic rules (don't allow modules to let ships idle forever)  
** Remove random generation of factions
+
*Ship to ship [https://github.com/pioneerspacesim/pioneer/issues/3071 docking] / [https://github.com/pioneerspacesim/pioneer/issues/3070 comunication]
** Factions into translation system
+
*Networking / "Fake multiplayer" [[Network_features|Network features]]
* Star views and navigation
 
** combine system (orbit) view into star map
 
** maybe other streamlining as well?
 
** bookmarks, travel log
 
* Missions and station interface
 
** Redesign the bulletin board to allow filtering and searching (e.g., adverts have tags, as shown in this old mock-up: http://i.imgur.com/HJH9L.png)
 
** Centralise bulletin board within the station interface (ie, everything else hangs off the bulletin board; the BB is basically the station-wide-web)
 
** Replace the "standard" commodity market with multiple traders/shops advertising on the BB
 
** Replace the "standard" ship equipment and servicing screens with mechanics advertising on the BB
 
** Replace the "standard" ship purchase screen with specialist shops advertising on the BB, plus also individual pilots posting ship-for-sale and ship-wanted adverts
 
** Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere
 
* Separate Player from Ships
 
** to enable shuttlecraft and remote drones
 
** must be done during alpha, not sensible afterwards (breaks modules)
 
* Hitpoints: use generic HP value instead of mass
 
* Cargo: use kg instead of tons
 
* AI
 
** needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...)
 
** formations, anyone?
 
** AI vs AI?
 
* Ship visual customization
 
* Space stations
 
** external docking
 
** traffic rules (don't allow modules to let ships idle forever)
 
* Ship to ship docking
 
* Networking / "Fake multiplayer" [[Network features]]
 

Latest revision as of 04:31, 1 January 2023

Please note: this page is old, not updated, and should be more thought of as a general outline of the direction we want to take the game in.

An annotated and updated (but incomplete) fork of the roadmap may be found at Sturnclaw's List.


First milestone

Basically we want external interfaces to be stable.

  • New save file format (Done?)
  • Separate Player from Ship (breaks Lua)
  • Turn Missiles into guided Projectiles
  • Module manifest
  • Convert to dear-imgui (In progress)
  • Starsystem generation rewrite (plus custom systems)
  • 3D cockpits (only visual, not functional) (In progress)

Second milestone

  • Gameplay stuff, redesigned UI. Dunno yet.
  • Functional 3D cockpits

 

Older stuff

Pioneer has changed versioning system and will no longer release a 1.0 version. Development will continue continuously with new features and fixes added, making every new version slightly better than the one before. Below is a compiled list of features.

Warning: This list is incomplete - and under active discussion so subject to change

 

UI features

  • Star views and navigation
    • Combine system (orbit) view into star map
    • Bookmarks, travel log
    • Maybe other streamlining as well? such as?
    • is galaxy view useful at all?
  • Missions and station interface
    • Redesign the bulletin board to allow filtering and searching (e.g., adverts have tags, as shown in this old mock-up).
    • Better access to missions or BB. maybe alerts?
    • Centralise bulletin board within the station interface (ie, everything else hangs off the bulletin board; the BB is basically the station-wide-web)
      • Replace the "standard" commodity market with multiple traders/shops advertising on the BB
      • Replace the "standard" ship equipment and servicing screens with mechanics advertising on the BB
      • Replace the "standard" ship purchase screen with specialist shops advertising on the BB, plus also individual pilots posting ship-for-sale and ship-wanted adverts

Technical features

  • Commodity Prices (see link for more) / Economy will be more advanced (Dynamic?)
  • Weapons
    • goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and turrets
    • rewrite, basically
    • conflicts with lua trade goods/equipment?
  • Factions
    • Remove random generation of factions
    • Factions into translation system
    • Custom systems into translation system
  • Separate Player from Ships
    • to enable shuttlecraft and remote drones
  • Hitpoints: use generic HP value instead of mass. system specific damage?
  • Cargo: use kg instead of tons
  • AI
    • needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...)
    • formations, anyone?
    • AI vs AI?

Gameplay features

  • Thoughts on ship equipent, power, slots: Ship struct
  • Military progression / treason.
  • Something like the Scout missions the walterar has done, exploration jobs.
  • No hypersace from in atmosphere / or too close to a planet surface.
  • In-system hyperspace jumps to make assassination missions and piracy actually possible.
  • Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon.
  • A reason to actually have Crew on the ship.
    • better hyperjump planning, for multiple jumps,
    • Better autopilot (i.e. make actual auto equipment perform worse)
  • Cargo has volume, and this is what limits a cargo hold. forum
  • Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere
  • Ship visual customization
  • Space stations
    • external docking
    • traffic rules (don't allow modules to let ships idle forever)
  • Ship to ship docking / comunication
  • Networking / "Fake multiplayer" Network features