Difference between revisions of "Roadmap"

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m (Older stuff: visioning --> versioning)
m (removing old duplicate stuff)
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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 ===
* 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.
+
*[[Commodity_Prices|Commodity Prices]] (see link for more) / Economy will be more advanced (Dynamic?)  
* 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 ===
 
=== 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]] ([[User talk:Luomu|talk]]) 17:09, 1 May 2013 (PDT)
+
From [[User:Luomu|Luomu]] ([[User_talk:Luomu|talk]]) 17:09, 1 May 2013 (PDT)
  
* New, fault tolerant save system: this is the most important thing ever
+
*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?  
** turn missiles into guided projectiles instead of ships
+
*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.

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

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