Reorganized TODO
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[*.md]
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TODO.md
274
TODO.md
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@ -1,7 +1,129 @@
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# Specific projects
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## Currently working on:
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- player selection
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- planet outfitter
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## Small jobs
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- Procedural suns
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- 🌟 Back arrow -> reverse
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- No wobble for ai ships & autopilot
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- 🌟 User-configurable outfit space types
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- 🌟 Sticky radar
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- Configurable radar
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- 🌟 Ship damage events, unify spawners
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- Better landing animation (slow down)
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- Land from farther away
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- Ship collapse: damage + force events
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- Redesign UI elements
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- Background haze: 3d perlin?
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- nova dust parallax
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- Motion blur
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- 🌟 Generate outlines and colliders
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- Then: outline self in status
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- Reverse engines + flares
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- Turn flares (physics by location?)
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- Angled engines & guns
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## Misc fixes & Optimizations
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- 🌟 Better errors when content/asset dirs don't exist
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- Clear `// TODO:` comments
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- Correct drawing order (player on top, landing ships)
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- Faster handles (better than a hashmap?)
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- Check for handle leaks
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- 🌟 Log/warning system
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- Clean up & faster frame timings
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- 🌟 Handle lost focus
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- User config file
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- 🌟 Document content
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- 🌟 Clean up content: one ship per file, autodetect
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- CLI: pack sprites(?), check content, content location, logs, etc
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- Better WGSL preprocessor?
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- Projectile performance
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- Starfield clusters, shader instead of an array?
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- Collider groups for factions? (projectile optimization)
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## 🌟 Player selection
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- Planet name, ring, and distance
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- Selection UI (around game object)
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- Selection UI (radar arrow)
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- Selection keys
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- Select ships
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- Selection UI (HUD)
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- attack selected ship, even if friendly
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## 🌟 Planet outfitter
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- UI, show ship on land
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- Money
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- Display name != key
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- then: non-removable outfits
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- then: cargo space
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- then: collectible flotsam
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- then: mass from cargo and outfits
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- then: space conversion
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- then: heat + energy stats
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- then: damage type (heat, energy, disrupt, etc)
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- then: debuffs
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- then: assign guns to points
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- then: guns with consumable ammunition
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- then: enable/disable weapons
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## Ship Spawning
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- requires: Basic ship AI (disable collision for now?)
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- requires: Fleets
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- Spawn ships from planets
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- Land ships on planets (destroy)
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- Start with player on planet, respawn
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## Debris (requires: flotsam)
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- Destroyed ships leave debris
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- Destructible & floatingdebris
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- Orbiting debris: asteroids
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- ES-style asteroid field (how should we do this?)
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## Camera physics
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- lookahead
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- damping
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- Don't jump when landing/taking off
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- wobble / ship thrown when hit?
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- UI/effects when damaged?
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- Focus important objects
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## Sprite reels
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- Sprite reels in content
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- Trigger sprite reel during collapse sequence
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- Trigger sprite reel when firing (requires: non-removable outfits)
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- then: ship tint
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- then: frame timing randomness
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- then: leaks during collapse (needs particle physics)
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- then: passive engine glow, ease in/out
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- Sprite color variation
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## Texture loading
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- loading screen & menu
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- GPU limits?
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- Cache direcory
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- How to pack?
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## Particle physics
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- Particles should stick to their ships. How?
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- Particle compute shader
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- Land and unland particles
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- Effect on fire gun
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- Particle / sprite color variation
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## Sound effects
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- Sound effects
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- User-configurable music (?, game config or user config?)
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## Specific Jobs
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- Fix angles (point, land)
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- Correct depth order
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- Land from farther away
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- Take off
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- Prevent collisions on unlanding
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- UI: text arranger
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- loading screen, menus
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@ -27,122 +149,50 @@
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- Arbitrary size resource names
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----------------------------------
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----------------------------------------------------
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----------------------------------------------------
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# Ideas and long-term goals
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## Features (not soon)
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- Multiplayer
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- Configure key bindings, controller support
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- Save game state
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- Dynamic relationships (get angry when attacked)
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- Jump between systems
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- Story: how?
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- Conversations, trade, missions
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- Lightweight whole-universe simulation
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- Documentation site & front page
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- Dynamic lighting (planets & ships)
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- Lens flare?
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- Active abilities
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- Galaxy date system, slowly orbiting planets
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- Parallelize frame computations
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- Advanced AI: avoid collisions
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## Game & Story
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- How to keep player in system bounds, what to do if they fly far away
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- How to keep player in system bounds, what to do if they fly far away
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- Max chase distance, physics-enforced area?
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- (Soft limits, you shouldn't go too far unless you decide to.)
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- Enforce: silently teleport to the other end
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- How to handle death -- save scum should not be the norm (hollow knight?)
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- Jumping between systems -- how?
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- Locks and keys -> variation?
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- Active abilities
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- Hard to get outfits you've lost (hollow knight's charms do this very well)
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- Missions: hunt scary targets
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- The world exists outside of the system you're in
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- How to handle death -- save scum should not be the norm (hollow knight?)
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- Locks and keys -> variation?
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- Hard to get outfits you've lost (hollow knight's charms do this very well)
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- Missions: hunt scary targets
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- The world exists outside of the system you're in
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- (large-scale dynamics)
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- How does information travel?
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- Communication timer: destroy a ship fast, nobody needs to know
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- Do we want to pay crew?
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- How should ship capturing work?
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- Enemy motivations
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- Where does money come from?
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- Changing map paths? How?
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## Features
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- Music (user-configurable)
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- Sound effects
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- Debris (ship death, destructible, physics)
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- Orbiting debris (asteroids)
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- Collectibles (flotsam)
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- Back arrow: reverse thruster or reverse ship
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- Multiplayer? (how does that fit into gameplay?)
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- On-screen text
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- Controller input & key bindings
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- Save games
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- Date system -> planet position
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- AI fleets
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- More ship behaviors, improved ai
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- Collision avoidance
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- Jump between systems
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- Government color, ship tint
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- Different kinds of ship behaviors:
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- who to target
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- how to target them
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- where to go
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- etc, extra flags
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- Advanced particle physics (must move to cpu. Maybe both?)
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- Background simulation (two modes)
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## Faction interaction
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- Targeting overrides hitscan rules (only for player)
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- Static and dynamic faction relationships (change with player actions/game events?)
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- Dynamic relationships only for player? Other governments may be hard-coded
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- Opinion towards player -> how to handle well?
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- Actions against one faction affect another
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## Internal
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- Logging/warning system
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- Only compute timings when necessary
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- Elegantly handle lost focus
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- Pause game
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- Clear all `// TODO:` comments littered in the source
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- CLI options (debug, save location, content location, check content)
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- Config file and compile options, remove all those consts.
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- Better error when run outside of directory
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- Documentation site & front page
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- Random animation delay/fps?
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- Better WGSL preprocessor
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- Depth buffer (z-axis when landing!)
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- Compute shader for particles
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- Better performance for projectiles
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## Content
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- Angled engines
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- Angled guns
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- Turn engine flares
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- Turn engine physics?
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- Reverse engine & flares
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- Better ship colliders (need a tool or an algorithm)
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- Turrets
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- Weapons with ammunition
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- Enable/disable weapons
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- Cargo space
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- Display name != internal key
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- Conversations
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- Trade
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- Missions
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- Procedural suns
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- Heat and energy
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- Non-removable outfits
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- Space-converting outfits
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- Damage struct and debuffs
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## Camera
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- Shake/wobble on heavy hits?
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- Camera effects on low health?
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- (or are ship particles better?)
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- Lookahead -> position or direction?
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- Damping?
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- Important objects affect camera
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## Visuals
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- Dynamic lighting (planets & ships)
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- Motion blur
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- Zoom parallax (?)
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- Background haze
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- Nova dust parallax
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- Engine flare ease in/out
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- Lens flare
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- Clustered starfield
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- Redesign UI
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- Passive engine glow
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- Landing atmosphere burn
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- How does information travel?
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- Communication timer: destroy a ship fast, nobody needs to know
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- Do we want to pay crew?
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- How should ship capturing work?
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- Enemy motivations
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- Where does money come from?
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- Changing map paths? How?
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- Actions against one faction affect another, dynamic relationships
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## Write and Document
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- Parallax
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