Roadmap: Difference between revisions
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** Pathfinding [?:Supermanu] | ** Pathfinding [?:Supermanu] | ||
** Party management | ** Party management | ||
** Action queues [1:seedhartha] | |||
* Scripting | * Scripting | ||
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* Combat | * Combat | ||
** Turn based | ** Turn based gameplay | ||
** Normal attacks | ** Normal attacks | ||
** Death, body bags | ** Death, body bags |
Revision as of 04:39, 7 July 2018
KotOR / KotOR 2
Number one priority is to implement the core gameplay of the original games, i.e., exploration, conversations/cutscenes, combat and GUI, which implies implementation of resource management, graphics, scripting, RPG and sound systems. Then goes the extra stuff, e.g., minigames, auxiliary menus, graphics improvements, networking, etc. Below is a rough list of features required to achieve feature parity with the original games as well as some areas for improvement.
Text in square brackets represents feature priority and who it is assigned to.
Phase 1 - Necessities
- General
- Object selection [?:Nostritius]
- Pathfinding [?:Supermanu]
- Party management
- Action queues [1:seedhartha]
- Scripting
- Implement missing functions
- Conversations/cutscenes
- Camera setup
- Scripted animations
- Continuous flow
- Activation distance
- Combat
- Turn based gameplay
- Normal attacks
- Death, body bags
- GUI
- Character generation
- Save/load
- In-game
- Equip
- Inventory
- Level up
- Party selection
Phase 2 - Auxiliary
- General
- Stores
- Force Powers (defensive)
- Conversations/cutscenes
- Alien/droid voice over in KotOR 2
- Combat
- Force Powers (offensive)
- Grenades
- Mines
- GUI
- In-game
- Character sheet
- Abilities
- Messages
- Quests
- Map
- In-game
Phase 3 - Miscellaneous
- GUI
- Main menu
- Movies
- Options
- In-game
- Options
- Main menu
- Minigames
- Swoop racing
- Pazaak
- Graphics
- Shader based skeletal animation