Roadmap: Difference between revisions

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* Scripting
* Scripting
** Implement missing functions [4]
** Implement missing functions [4|seedhartha]


* Conversations/cutscenes
* Conversations/cutscenes
** Camera setup [1]
** Camera setup [1|seedhartha]
** Scripted animations [2]
** Scripted animations [2|seedhartha]
** Continuous flow [3]
** Continuous flow [3|seedhartha]
** Activation distance
** Activation distance



Revision as of 09:44, 17 June 2018

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 management
  • Scripting
    • Implement missing functions [4|seedhartha]
  • Conversations/cutscenes
    • Camera setup [1|seedhartha]
    • Scripted animations [2|seedhartha]
    • Continuous flow [3|seedhartha]
    • Activation distance
  • Combat
    • Turn based action queue
    • Normal attacks
    • Death, body bags
  • GUI
    • Character generation
    • Save/load
    • In-game
      • Equip
      • Inventory
      • Level up
      • Party selection

Phase 2 - Auxiliary

  • General
    • Stores
  • Conversations/cutscenes
    • Alien/droid voice over in KotOR 2
  • Combat
    • Force Powers
    • 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