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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 areas for improvement.
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 ===
=== Phase 1 - Necessities ===


* General
* General
** Pathfinding
** Object selection [?:Nostritius]
** Party members (switch between, follower behavior)
** Pathfinding [?:Supermanu]
** Party management
** Implement missing creature actions


* Scripting
* Scripting
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* Conversations/cutscenes
* Conversations/cutscenes
** Scripted characters animations
** Camera setup
** Camera setup
** Scripted animations
** Continuous flow
** Activation distance
** Activation distance
** Alien and droid voice over in KotOR 2
** 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


* GUI
* GUI
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=== Phase 2 - Auxiliary  ===
=== Phase 2 - Auxiliary  ===
* General
** Stores
** Force Powers (defensive)
* Conversations/cutscenes
** Alien/droid voice over in KotOR 2
* Combat
** Force Powers (offensive)
** Grenades
** Mines


* GUI
* GUI

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