Difference between revisions of "Roadmap"
(reorganizing, first attempt) |
Zonkmachine (talk | contribs) (→Gameplay features: fix link) |
||
(11 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
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 == | ||
Line 6: | Line 9: | ||
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 | + | *[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) | + | *3D cockpits (only visual, not functional) (In progress) |
== Second milestone == | == Second milestone == | ||
Line 23: | Line 26: | ||
== Older stuff == | == 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 | + | 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 === | === UI features === | ||
Line 34: | Line 37: | ||
**Combine system (orbit) view into star map | **Combine system (orbit) view into star map | ||
**Bookmarks, travel log | **Bookmarks, travel log | ||
− | **Maybe other streamlining as well? | + | **Maybe other streamlining as well? such as? |
**is galaxy view useful at all? | **is galaxy view useful at all? | ||
*Missions and station interface | *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]). | |
− | **Redesign the bulletin board to allow filtering and searching (e.g., adverts have tags, as shown in | + | **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) | **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" 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 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 | + | ***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] | *Rewrite? the [https://pioneerspacesim.net/forum/viewtopic.php?f=3&t=24 HUD] | ||
*[https://github.com/pioneerspacesim/pioneer/issues/58 Add chase camera], padlock | *[https://github.com/pioneerspacesim/pioneer/issues/58 Add chase camera], padlock | ||
− | |||
− | |||
− | |||
− | |||
=== Technical features === | === Technical features === | ||
Line 55: | Line 55: | ||
*[[Commodity_Prices|Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?) | *[[Commodity_Prices|Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?) | ||
*Weapons | *Weapons | ||
− | **goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and turrets | + | **goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and [https://github.com/pioneerspacesim/pioneer/pull/2844 turrets] |
**rewrite, basically | **rewrite, basically | ||
**conflicts with lua trade goods/equipment? | **conflicts with lua trade goods/equipment? | ||
+ | |||
*Factions | *Factions | ||
**Remove random generation of factions | **Remove random generation of factions | ||
− | **Factions into translation system | + | **Factions into translation system |
+ | **Custom systems into translation system | ||
*Separate Player from Ships | *Separate Player from Ships | ||
**to enable shuttlecraft and remote drones | **to enable shuttlecraft and remote drones | ||
− | *Hitpoints: use generic HP value instead of mass | + | *Hitpoints: use generic HP value instead of mass. system specific damage? |
*Cargo: use kg instead of tons | *Cargo: use kg instead of tons | ||
*AI | *AI | ||
**needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...) | **needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...) | ||
**formations, anyone? | **formations, anyone? | ||
− | **AI vs AI? | + | **AI vs AI? |
=== Gameplay features === | === Gameplay features === | ||
+ | *Thoughts on ship equipent, power, slots: [[Ship struct]] | ||
*Military progression / treason. | *Military progression / treason. | ||
*Something like the Scout missions the walterar has done, exploration jobs. | *Something like the Scout missions the walterar has done, exploration jobs. | ||
Line 78: | Line 81: | ||
*Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon. | *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|Crew]] on the ship. | *A reason to actually have [[Crew|Crew]] on the ship. | ||
− | *Cargo has volume, and this is what limits a cargo hold. [ | + | ** 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. [https://forum.pioneerspacesim.net/viewtopic.php?f=3&t=245 forum] | ||
*Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere | *Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere | ||
*Ship visual customization | *Ship visual customization | ||
Line 84: | Line 89: | ||
**external docking | **external docking | ||
**traffic rules (don't allow modules to let ships idle forever) | **traffic rules (don't allow modules to let ships idle forever) | ||
− | *Ship to ship docking / comunication | + | *Ship to ship [https://github.com/pioneerspacesim/pioneer/issues/3071 docking] / [https://github.com/pioneerspacesim/pioneer/issues/3070 comunication] |
*Networking / "Fake multiplayer" [[Network_features|Network features]] | *Networking / "Fake multiplayer" [[Network_features|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.
Contents
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
- Rewrite? the HUD
- Add chase camera, padlock
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