[epiar-devel] 0.4.0 Plans
Matthew Zweig
thezweig at gmail.com
Sat Mar 27 15:00:44 PDT 2010
Chris, can you post the below to the Epiar.net blog? We never actually reported what were the results of our meeting.
I agree that we should move shield effects to the MUST HAVE category. I don't think that they need to be gorgeous yet though.
Thanks,
~Matt
On Mar 19, 2010, at 8:40 PM, Christopher Thielen wrote:
> I think I messed up a point. OGL special effects are optional, but for
> 0.4.0, basic shield effects (even 2D as I've described), and better
> collision detection, is a must for playability .. yea?
>
> Sent from my iPhone
>
> On Mar 19, 2010, at 8:15 PM, Matthew Zweig <thezweig at gmail.com> wrote:
>
>> Here's the list of the features we decided were MUST HAVE features
>> for a playable Epiar.
>>
>> If you think we missed something or put it into the wrong category,
>> let us know. If you want to discuss how we should or should not
>> implement a given feature, start a new thread and we can discuss it
>> there. A lot of these will need some in-depth exploration that we
>> didn't have time for today.
>>
>> If something on this list isn't implemented, we will push back our
>> 0.4.0 release date. We don't have any timeline for when an 0.4.0
>> release would happen, but we might once we scope out the
>> requirements for this list. I can imagine each one of them taking
>> anywhere from a day to a week to implement, so two months wouldn't
>> be unreasonable. We plan on releasing partial builds of 0.3.0
>> though, just to prove that we're alive.
>>
>> Title Screen
>> Intro music
>> Fading
>>
>> Missions
>> Stories and/or Flavor Text is optional and will likely change.
>>
>> Commodity Trading
>>
>> Equipment
>> Armor
>> Engines
>> Etc (Thrusters, Maps, Fighter Bays)
>>
>> Long Distance Exploration
>> Zoomable Nav-Map (Arke is already working on this)
>> Warp Gates (I have started working on this)
>> Jump Drives
>>
>> AI Reactions based on Alliance
>>
>> Editor Features
>> Creation of Game Components
>> Moving Sprites
>>
>> Some sort of Bug Reporting
>> Google Code?
>> Custom Solution built in?
>> Epiar.net/trac?
>> github
>>
>> ============
>> Here's the list of things that we WANT TO HAVE in a complete Epiar,
>> but aren't necessary . These aren't things that we feel that we
>> need to worry about right now, but If anyone wants to implement them
>> or thinks they're important let us know.
>>
>> Some of these are just things that I want and didn't even get
>> discussed in the 0.4.0 meeting.
>>
>> Better Collision Detection
>>
>> Special effects
>> Shields
>> OpenGL particles
>> ( Maoserr & Arke might check these out )
>>
>> Cleaner Fonts
>>
>> More Sounds
>>
>> UI Skins (Style xml document)
>>
>> Characters
>> Named ships and/or Captains
>> Unique AI
>> Specialized equipment configuration
>>
>> Hailing
>>
>> Saved Games
>>
>> Ships launching other ships
>> Carriers
>> Fleets of ships
>>
>> Non-functioning Ships (Damaged, but not destroyed)
>> Boarding
>>
>> Asteroids
>>
>> Editor Features
>> Editing AI Scripts
>> Taking Control of AI
>> AI Training ( log some actions and have the AI script replay them
>> later )
>>
>> Replacing the Mouse Cursor
>>
>> Planetary defenses (Militia)
>>
>> Weapons that Track a target
>> Bombs and Mines
>>
>> Zooming the Camera
>>
>> Networking
>> Communication
>> Update Alerts
>> Simultaneous gameplay
>> Trade between players
>> Bug Submitter?
>>
>> Thanks everyone,
>> ~Matt Zweig
>> _______________________________________________
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>> epiar-devel at epiar.net
>> http://epiar.net/mailman/listinfo/epiar-devel
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