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== KotOR / KotOR 2 ==
== 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 surpass them.
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.


Numbers in square brackets represent the order in which we believe these features should be implemented.
Text in square brackets represents feature priority and who it is assigned to.
 
=== Phase 1 - Necessities ===


* General
* General
** Doors (interaction, collision detection) [4]
** Object selection [?:Nostritius]
** Inventory mechanics (containers and characters) [5]
** Pathfinding [?:Supermanu]
** Character equipment (item slots, changeable models w/ attachables) [6]
** Party management
** Pathfinding [8]
** Implement missing creature actions
** Party members (switch between, follower behavior) [9]
 
* Scripting
* Scripting
** Implement missing functions
** Implement missing functions
*** Anything required to pass through the first room on Endar Spire [7]
 
* Conversations/cutscenes
* Conversations/cutscenes
** Character animation
*** Speaker facing PC [1]
*** Generic talk animations [2]
*** Scripted animations [3]
** Camera setup
** Camera setup
** Scripted animations
** Continuous flow
** Activation distance
** Activation distance
** Continuous flow when there are no selectable replies
 
* Combat
* Combat
** Turn based game mode, action queue
** Turn based gameplay
** Action execution (closing in, animation)
** Normal attacks
** DnD based hit chance and damage calculations
** Death, body bags
** Death + body bags
 
* Savegames
* GUI
** Loading all known state
** Character generation
*** PC gender, class, head, skin type, orientation, etc.
** Save/load
*** Script variables
** In-game
* Savegame creation
*** Equip
* Graphics
*** Inventory
** Shader based skeletal animation
*** 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
 
=== Phase 3 - Miscellaneous ===
 
* GUI
** Main menu
*** Movies
*** Options
** In-game
*** Options
 
* Minigames
* Minigames
** Swoop racing
** Swoop racing
** Pazaak
** Pazaak
* Graphics
** Shader based skeletal animation

Revision as of 08:15, 10 August 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
    • Implement missing creature actions
  • 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

Phase 3 - Miscellaneous

  • GUI
    • Main menu
      • Movies
      • Options
    • In-game
      • Options
  • Minigames
    • Swoop racing
    • Pazaak
  • Graphics
    • Shader based skeletal animation