TODO list

The land-based version of Allegiance, under construction.
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finnbryant
Posts: 360
Joined: Sat Feb 17, 2007 11:18 am
Location: England

Post by finnbryant »

The Official TODO list and design document for Quantus (v1)
any additions should be offered in this thread. (or added to the dropbox version)

Environment
SectorsTerrain
Different terrain types
mountainshillsflat (can be built on)city?rock types (helium, uranium etc)paths?water level?models/artefacts (weird alien buildings)lightingsoundweather?people
walk(silent)/jog(normal)/sprint(limited time, poor accuracy)stand(normal accuracy)/kneel(high accuracy, quick change)/prone(high accuracy, slow change, low profile)jump (jumping in sprint mode sends you into prone mode on landing; diving out the way makes you fall over, useful under the right circumstances)wears armour (no armour means you die in 1 shot)
can’t use big vehicles in big armour (can still use open topped things like hover bikes)all infantry has armourno armour = pod“pack” is part of armour, so pods loose itemssome armour cloaks youholds weapon
some weapons require appropriate suit? (can’t carry super awesome death ray of doom without strength assisting armour)some require certain postures (sniper only accurate in prone/okay in kneeling, mortar must be used while kneeling)has pack with more weapons/ammo/tools/items (limited size)vehicles
can be entered by infantry or created before “launch”
have fixed number of “slots” for playerscannot be car-jackedhave weapons
can only be changed before launchmay be fixed ammo, return to base needed to refillhave armour
players ejected when this reaches 0, vehicle becomes inoperableself destruct (if leaving vehicle you may ensure it can’t be stolen)buildings
can be enteredmay have player slots
used for turretsNOT a limit for number of players physically inside buildingmay be rip receiverscan be used to restock and get a vehiclecontrol room: equivalent to being in-base in Allegiance player slots
camera position and directionmay have targeting (2 types, normal and sector view, need image to explain)weapons/deployables linked to slotkey binding to switch between slots? (or gui? clicking on f4 is more intuitive/don’t want too many keys) keymap
keyboard/mouse settings all changeableparticles
need pretty effectsexplosions (particle based or just sprites like alleg?)3d shockwaves (like UT)?missiles
smart algorithm (cos I like writing algorithms, and I know that there are better ones than in alleg)missiles intended for aircraft should be rubbish against tanks...physics
people = easywhen people fall far, enter proneragdoll = unlikelyvehicles will be hardnetworking
ARGH!!!!!!!!HARD!!!!!!!!will be done last (I’m at university doing computer science, the longer I wait the better I get)AI
A* algorithmmy course has AI in it, so I may test ideas here if needed...GUI
same as alleg except:obviously using hocks beautiful GUI designobjectives panel? (idea thrown around for alleg, would be easier for new game)
Last edited by finnbryant on Sun Feb 15, 2009 7:32 pm, edited 1 time in total.
fuzzylunkin1

Post by fuzzylunkin1 »

I think networking might want to be one of the first things we try to accomplish. Trying to squeeze networking into an already-built game might turn into a cluster-$#@!.

EDIT:
I realize we're not amazing so this might be hard until we gather more knowledge.
Last edited by fuzzylunkin1 on Sun Feb 15, 2009 10:29 pm, edited 1 time in total.
finnbryant
Posts: 360
Joined: Sat Feb 17, 2007 11:18 am
Location: England

Post by finnbryant »

not if we build the game with networking in mind.

anyway, im mostly working on the environment atm and that has pretty much no networking implications.
fuzzylunkin1

Post by fuzzylunkin1 »

Finn Bryant wrote:QUOTE (Finn Bryant @ Feb 15 2009, 04:52 PM) not if we build the game with networking in mind.
That's pretty much what I meant. Glad we're on the same page :) .
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