Difference between revisions of "Roadmap"
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* Gameplay stuff, redesigned UI. Dunno yet. | * Gameplay stuff, redesigned UI. Dunno yet. | ||
* Functional 3D cockpits | * Functional 3D cockpits | ||
+ | |||
== Older stuff == | == Older stuff == | ||
Line 23: | Line 24: | ||
'''''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'' | ||
+ | |||
=== Technical features === | === Technical features === | ||
− | + | ||
− | + | *[[Commodity_Prices|Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?) | |
− | |||
− | * [[Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?) | ||
=== Gameplay features === | === Gameplay features === | ||
− | * Military progression / treason. | + | |
− | * Something like the Scout missions the walterar has done, exploration jobs. | + | *Military progression / treason. |
− | * No hypersace from in atmosphere / or too close to a planet surface. | + | *Something like the Scout missions the walterar has done, exploration jobs. |
− | * In-system hyperspace jumps to make assassination missions and piracy actually possible. | + | *No hypersace from in atmosphere / or too close to a planet surface. |
− | * Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon. | + | *In-system hyperspace jumps to make assassination missions and piracy actually possible. |
− | * A reason to actually have [[Crew]] on the ship. | + | *Alternatively a Fast-As-Light drive, Shadmar has taken a hacked one I (fluffyfreak) wrote and updated it for Paragon. |
− | * Cargo has volume, and this is what limits a cargo hold. [http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=245 forum] | + | *A reason to actually have [[Crew|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 === | === More proposed stuff === | ||
− | From [[User:Luomu|Luomu]] ([[ | + | From [[User:Luomu|Luomu]] ([[User_talk:Luomu|talk]]) 17:09, 1 May 2013 (PDT) |
− | + | *Rewrite the HUD | |
− | * Rewrite the HUD | + | **Gather a list of components before doing any visual design |
− | ** Gather a list of components before doing any visual design | + | *Controls |
− | * Controls | + | **New input system: do we need one, or can the current one be fixed? |
− | ** New input system: do we need one, or can the current one be fixed? | + | **Current problems: conflicting binds, cannot bind multiple inputs per action |
− | ** Current problems: conflicting binds, cannot bind multiple inputs per action | + | **Remove rarely used buttons? |
− | ** Remove rarely used buttons? | + | *Camera |
− | * Camera | + | **Add chase camera, padlock |
− | ** Add chase camera, padlock | + | *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 turrets | + | **rewrite, basically |
− | ** rewrite, basically | + | **conflicts with lua trade goods/equipment? |
− | + | *Factions | |
− | ** conflicts with lua trade goods/equipment? | + | **Remove random generation of factions |
− | * Factions | + | **Factions into translation system |
− | ** Remove random generation of factions | + | *Star views and navigation |
− | ** Factions into translation system | + | **combine system (orbit) view into star map |
− | * Star views and navigation | + | **maybe other streamlining as well? |
− | ** combine system (orbit) view into star map | + | **bookmarks, travel log |
− | ** maybe other streamlining as well? | + | *Missions and station interface |
− | ** bookmarks, travel log | + | **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 http://i.imgur.com/HJH9L.png]) |
− | * Missions and station interface | + | **Centralise bulletin board within the station interface (ie, everything else hangs off the bulletin board; the BB is basically the station-wide-web) |
− | ** 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) | + | **Replace the "standard" commodity market with multiple traders/shops advertising on the BB |
− | ** 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" ship equipment and servicing screens with mechanics advertising on the BB |
− | ** Replace the "standard" commodity market with multiple traders/shops 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 equipment and servicing screens with mechanics advertising on the BB | + | **Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere |
− | ** 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 | + | *Separate Player from Ships |
− | ** Allow player to buy some types of ship equipment as cargo and have it fitted elsewhere | + | **to enable shuttlecraft and remote drones |
− | * Separate Player from Ships | + | **must be done during alpha, not sensible afterwards (breaks modules) |
− | ** to enable shuttlecraft and remote drones | + | *Hitpoints: use generic HP value instead of mass |
− | ** must be done during alpha, not sensible afterwards (breaks modules) | + | *Cargo: use kg instead of tons |
− | * Hitpoints: use generic HP value instead of mass | + | *AI |
− | * Cargo: use kg instead of tons | + | **needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...) |
− | * AI | + | **formations, anyone? |
− | ** needs more higher level stuff like basic self preservation, modules must not have to implement their own (like tradeships...) | + | **AI vs AI? |
− | ** formations, anyone? | + | *Ship visual customization |
− | ** AI vs AI? | + | *Space stations |
− | * Ship visual customization | + | **external docking |
− | * Space stations | + | **traffic rules (don't allow modules to let ships idle forever) |
− | ** external docking | + | *Ship to ship docking |
− | ** traffic rules (don't allow modules to let ships idle forever) | + | *Networking / "Fake multiplayer" [[Network_features|Network features]] |
− | * Ship to ship docking | ||
− | * Networking / "Fake multiplayer" [[Network features]] |
Revision as of 08:14, 16 June 2017
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.
Contents
First milestone
Basically we want external interfaces to be stable.
- New save file format
- Separate Player from Ship (breaks Lua)
- Turn Missiles into guided Projectiles
- Module manifest
- Convert to new UI (but not redesigned HUD)
- Starsystem generation rewrite (plus custom systems)
- 3D cockpits (only visual, not functional)
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 list of what was considered to be needed for a 1.0 release in the old version-naming scheme.
Warning: This list is incomplete - and under active discussion so subject to change
Technical features
- Commodity Prices (see link for more) / Economy will be more advanced (Dynamic?)
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.
- A reason to actually have Crew on the ship.
- Cargo has volume, and this is what limits a cargo hold. forum
More proposed stuff
From Luomu (talk) 17:09, 1 May 2013 (PDT)
- 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
- conflicts with lua trade goods/equipment?
- Factions
- Remove random generation of factions
- Factions into translation system
- 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