5.1 KiB
5.1 KiB
Specific Jobs
- Fix angles (point, land)
- Land from farther away
- Take off
- 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
- 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
- Depth buffer (z-axis when landing!)
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
- Passive engine glow
- Landing atmosphere burn
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!
- All angle adjustments happen in content
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