Myhijim CoreDev CEO
Posts : 66 Join date : 2012-09-07 Location : Sydney, Australia
| Subject: Versions/Features to be Added Mon Oct 22, 2012 8:26 am | |
| This post is mainly a motivational post to keep me from going insane. This is what needs to be done. In order of what they need to be done. GREEN = Done ORANGE = In Progress BLUE = Delayed Misc - JamesTerrain
Generating A Single Chunk from a heightmap
Randomly Generating a Smooth Grayscale Heightmap
Partioning a heightmap into chunks and generating
Addition of different blocks generated in Terrain (Ores etc)
Creating "viens" of resources in the world
Placing of blocks from inventory
Generation of water at a certain level
Water physics and transparancy
- Adjacent Chunk Transferal
- Collision Optimisation
- Larger Worlds/ More efficient world creation
- Height Biomes (Flatlands, Mountains, Hills, Lowlands, Oceanic)
- Type Biomes (Grasslands, Deadlands, Tropics, Marshes, Icelands, Volcanic, Ocean)
- Better Water Generation
- Carving out of caves and caverns
- Using 3D perlin noise for better looking terrain
Different world sizes
Randomly Spawning Trees (Depending on biome)
- Generation of large underground hollows (Empty spaces w/Lava)
- Generation of lava underground
Optimisations
More efficent mesh creation code
Textures Loaded off Sheet
- Better face rendering
Customisation - AlistairWeapon Customisation
- Pixel Editing of all tools weapons etc
- More pixels= Stronger but slower weapon
- Special blocks give special abilities, more special blocks = stronger abilities
- Picture of the weapon/tool for icon
- Saving the weapon/tool ingame
Race Customisation
- Complete race customisation pixel by pixel
- Race stats and points (Spend 15)
- Race Perks (3)
Animal Customisation
- Externally add to the animal library to load from ingame
Inhabitant Mode - JamesInventory
Fix digging entirely
- Fix inventory and make more efficient
- Equipment slots (Armour)
- Better organized inventory code
- Tool values
- Smelting system
- Anvil crafting menu
- More Crafting Recipies
- Item types (Edible etc)
Mining
- Different break times on blocks
- Tools affect the rate in which an item breaks
Combat/Movement
- Health values
- Stamina
- Sprinting
- Weapon Rendering
- Sword hitting
- Weapon Abilities
- Bows code
- Sheild code
GUI - Landon/Mak
- Improve hover menu by adding more info, interaction, and improve visual presentation
- Main Menu
Overlord Mode - LandonMovement
- Smooth movement camera at edges of screen
- Camera boundries
- Camera physics collisions
Camera zooming with mouse wheel
- Camera Rotate with E/R keys
Camera Movement with wasd keys
Building
- Building Selection
Builder Class(will be combined into one with the other classes later)
Stockpile
- Stockpile Selection AI and on the fly type changes
- Improve block placement by aligning placement and scale to the voxel world grid
- Convert standard cubes to voxel cubes
Abilities
- Add ability inventory (6 slots)
- Add building inventory(wood, stone, leaves, etc)
Selection (Controller Ability)
- Path-Finding Upgraded, finally get rid of A-B pathfinding
Add unit selection
Right click, move, left click release
Box Selection
Attack click(done for now, will be upgraded later)
AI - Landon
- Import Troops/Builders into the Voxel World(done when pathfinding is upgraded)
- Civilization Group Resource Management
- Civilization Group Inhabinate Management
- Enemy Troop AI
- Enemy Builder AI(choosing where to build, building, resource management, etc.)
Animal
- Import Animals into the Voxel World(done when pathfinding is upgraded)
Passive Animal AI(run if provoked)
Aggressive Animal AI(Attack if in range)
Semi Aggressive Animal AI(Attack if provoked)
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