[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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