Roadmap
Revision as of 09:09, 17 June 2018 by Seedhartha (talk | contribs)
KotOR / KotOR 2
Number one priority is to implement 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 and areas for improvement.
Numbers in square brackets represent the order in which we believe these features should be implemented.
Phase 1 - Necessities
- General
- Pathfinding
- Party members (switch between, follower behavior)
- Scripting
- Implement missing functions
- Conversations/cutscenes
- Scripted characters animations
- Camera setup
- Activation distance
- Alien and droid voice over in KotOR 2
- Continuous flow when there are no selectable replies
- Combat
- Turn based game mode, action queue
- Action execution (closing in, animation)
- DnD based hit chance and damage calculations
- Death + body bags
- GUI
- Character generation
- Save/load
- In-game
- Equip
- Inventory
- Level up
- Party selection
Phase 2 - Auxiliary
- 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