180 lines
5.1 KiB
Markdown
180 lines
5.1 KiB
Markdown
## Specific Jobs
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- Fix angles (point, land)
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- Land from farther away
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- Take off
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- UI: text arranger
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- Start documenting
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- Check for handle leaks
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- Don't allocate each frame
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- Sound system
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- Ship death debris
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- Sprite reels
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- random start frame
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- ship leaks
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- Ship death damage and force events
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- Gun fire effect
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- Sprite color variation
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- Multi-particle effects
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- Better loading
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- incremental?
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- Higher texture limit (16 x 8096 x 8096 isn't enough)
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- GPU limits? (texture size, texture number, particle/sprite limits)
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- Particles when a ship is damaged (events)
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- Sticky radar
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- Arbitrary size resource names
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----------------------------------
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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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- 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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- (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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- UI
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- loading screen, menus
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- Indicators (planet names, enemy ship stats)
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- Landable planets
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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
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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: physics-what's visible, data-everything else)
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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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## Content
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- Angled engines
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- Angled guns
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- Turn engine flares
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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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## Write and Document
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- Parallax
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- Starfield & tiling
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- How the game is drawn
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- transforming game coordinates to screen
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- how angles work
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- Computation flow
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- Physics pipeline
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- Outfit pipeline
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- Collision detection
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- Ship AI
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- Handles
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- Content specification and pipeline
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- How packer and optimizations work, and why
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- How big should sprite resolutions be? How about frame rate?
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- Naming: atlas, sprite, image, frame, texture
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- Outfits may not change unless you've landed. They might not change ever for CC ships!
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- All angle adjustments happen in content
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## Ideas
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- Improvements over ES
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- Better visuals
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- More interesting combat
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- More interesting missions
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- Big fleets shouldn't be broken (should the player even have a fleet?)
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- ES Enemies don't have a real motivation.
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- Death matters - save-scumming shouldn't be normal
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- More interesting trading?
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- Death penalty
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- Find your wreckage when you die (dark souls/HK)
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- Lose some outfits, lose ship? Real risk for going out! (HK does this well)
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- Damage to ship subsystems
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- Soft and highly armored ship points
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- Repair your own ship
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