Difference between revisions of "Roadmap"
(→More proposed stuff) |
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** must be done during alpha, not sensible afterwards (breaks modules) | ** must be done during alpha, not sensible afterwards (breaks modules) | ||
* Hitpoints: use generic HP value instead of mass | * Hitpoints: use generic HP value instead of mass | ||
− | * Cargo: use | + | * 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...) |
Revision as of 17:58, 11 June 2013
Version 1.0
Pioneer version 1.0 will be the first "stable" release. This will not be the final state of the game: development will continue, particularly adding a lot more content and game-play features, but features present in version 1.0 are expected to be supported for a long time.
Things that must be done before we can release version 1.0:
Warning: This list is incomplete - and under active discussion so subject to change
Technical features
- The save system will be changed to allow future versions to be made without breaking all prior saved games.
- Equipment control will be moved to Lua.
- 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.
Gameplay features
- 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.
More proposed stuff
From Luomu (talk) 17:09, 1 May 2013 (PDT)
- New, fault tolerant save system: this is the most important thing ever
- Rewrite the HUD
- Gather a list of components before doing any visual design
- Controls
- New input system: do we need one, or can the current one be fixed?
- Current problems: conflicting binds, cannot bind multiple inputs per action
- Remove rarely used buttons?
- Camera
- Add chase camera, padlock
- Weapons
- goals: allow more than just laser bolts (beams, missiles), auto-tracking guns and turrets
- rewrite, basically
- turn missiles into guided projectiles instead of ships
- conflicts with lua trade goods/equipment?
- Star views and navigation
- combine system (orbit) view into star map
- maybe other streamlining as well?
- bookmarks, travel log
- 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?
- Ship visual customization
- Space stations
- external docking
- traffic rules (don't allow modules to let ships idle forever)