173 lines
4.9 KiB
Markdown
173 lines
4.9 KiB
Markdown
## Specific Jobs
|
|
- UI: text arranger
|
|
- Start documenting
|
|
- Check for handle leaks
|
|
- Don't allocate each frame
|
|
- Sound system
|
|
- Ship death debris
|
|
- Sprite reels
|
|
- random start frame
|
|
- ship leaks
|
|
- Passive engine glow
|
|
- Ship death damage and force events
|
|
- Gun fire effect
|
|
- Sprite color variation
|
|
- Multi-particle effects
|
|
- Better loading
|
|
- incremental?
|
|
- Higher texture limit (16 x 8096 x 8096 isn't enough)
|
|
- GPU limits? (texture size, texture number, particle/sprite limits)
|
|
- Particles when a ship is damaged (events)
|
|
- Sticky radar
|
|
- Arbitrary size resource names
|
|
|
|
|
|
----------------------------------
|
|
|
|
## Game & Story
|
|
- How to keep player in system bounds, what to do if they fly far away
|
|
- Max chase distance, physics-enforced area?
|
|
- (Soft limits, you shouldn't go too far unless you decide to.)
|
|
- Enforce: silently teleport to the other end
|
|
- How to handle death -- save scum should not be the norm (hollow knight?)
|
|
- Jumping between systems -- how?
|
|
- Locks and keys -> variation?
|
|
- Active abilities
|
|
- Hard to get outfits you've lost (hollow knight's charms do this very well)
|
|
- Missions: hunt scary targets
|
|
- The world exists outside of the system you're in
|
|
- (large-scale dynamics)
|
|
- How does information travel?
|
|
- Communication timer: destroy a ship fast, nobody needs to know
|
|
- Do we want to pay crew?
|
|
- How should ship capturing work?
|
|
- Enemy motivations
|
|
- Where does money come from?
|
|
- Changing map paths? How?
|
|
|
|
|
|
|
|
## Features
|
|
- Music (user-configurable)
|
|
- Sound effects
|
|
- Debris (ship death, destructible, physics)
|
|
- Orbiting debris (asteroids)
|
|
- Collectibles (flotsam)
|
|
- UI
|
|
- loading screen, menus
|
|
- Indicators (planet names, enemy ship stats)
|
|
- Landable planets
|
|
- Back arrow: reverse thruster or reverse ship
|
|
- Multiplayer? (how does that fit into gameplay?)
|
|
- On-screen text
|
|
- Controller input & key bindings
|
|
- Save games
|
|
- Date system -> planet position
|
|
- AI fleets
|
|
- More ship behaviors
|
|
- Jump between systems
|
|
- Government color, ship tint
|
|
- Different kinds of ship behaviors:
|
|
- who to target
|
|
- how to target them
|
|
- where to go
|
|
- etc, extra flags
|
|
- Advanced particle physics (must move to cpu. Maybe both?)
|
|
- Background simulation (two modes: physics-what's visible, data-everything else)
|
|
|
|
|
|
## Faction interaction
|
|
- Targeting overrides hitscan rules (only for player)
|
|
- Static and dynamic faction relationships (change with player actions/game events?)
|
|
- Dynamic relationships only for player? Other governments may be hard-coded
|
|
- Opinion towards player -> how to handle well?
|
|
- Actions against one faction affect another
|
|
|
|
|
|
## Internal
|
|
- Logging/warning system
|
|
- Only compute timings when necessary
|
|
- Elegantly handle lost focus
|
|
- Pause game
|
|
- Clear all `// TODO:` comments littered in the source
|
|
- CLI options (debug, save location, content location, check content)
|
|
- Config file and compile options, remove all those consts.
|
|
- Better error when run outside of directory
|
|
- Documentation site & front page
|
|
- Random animation delay/fps?
|
|
- Better WGSL preprocessor
|
|
|
|
## Content
|
|
- Angled engines
|
|
- Angled guns
|
|
- Turn engine flares
|
|
- Reverse engine & flares
|
|
- Better ship colliders (need a tool or an algorithm)
|
|
- Turrets
|
|
- Weapons with ammunition
|
|
- Enable/disable weapons
|
|
- Cargo space
|
|
- Display name != internal key
|
|
- Conversations
|
|
- Trade
|
|
- Missions
|
|
- Procedural suns
|
|
- Heat and energy
|
|
- Non-removable outfits
|
|
- Space-converting outfits
|
|
- Damage struct and debuffs
|
|
|
|
## Camera
|
|
- Shake/wobble on heavy hits?
|
|
- Camera effects on low health?
|
|
- (or are ship particles better?)
|
|
- Lookahead -> position or direction?
|
|
- Damping?
|
|
- Important objects affect camera
|
|
|
|
## Visuals
|
|
- Dynamic lighting (planets & ships)
|
|
- Motion blur
|
|
- Zoom parallax (?)
|
|
- Background haze
|
|
- Nova dust parallax
|
|
- Engine flare ease in/out
|
|
- Lens flare
|
|
- Clustered starfield
|
|
- Redesign UI
|
|
|
|
## Write and Document
|
|
- Parallax
|
|
- Starfield & tiling
|
|
- How the game is drawn
|
|
- transforming game coordinates to screen
|
|
- how angles work
|
|
- Computation flow
|
|
- Physics pipeline
|
|
- Outfit pipeline
|
|
- Collision detection
|
|
- Ship AI
|
|
- Handles
|
|
- Content specification and pipeline
|
|
- How packer and optimizations work, and why
|
|
- How big should sprite resolutions be? How about frame rate?
|
|
- Naming: atlas, sprite, image, frame, texture
|
|
- Outfits may not change unless you've landed. They might not change ever for CC ships!
|
|
|
|
|
|
## Ideas
|
|
- Improvements over ES
|
|
- Better visuals
|
|
- More interesting combat
|
|
- More interesting missions
|
|
- Big fleets shouldn't be broken (should the player even have a fleet?)
|
|
- ES Enemies don't have a real motivation.
|
|
- Death matters - save-scumming shouldn't be normal
|
|
- More interesting trading?
|
|
- Death penalty
|
|
- Find your wreckage when you die (dark souls/HK)
|
|
- Lose some outfits, lose ship? Real risk for going out! (HK does this well)
|
|
- Damage to ship subsystems
|
|
- Soft and highly armored ship points
|
|
- Repair your own ship
|