Difference between revisions of "Roadmap"

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Line 8: Line 8:
  
 
* General
 
* General
** Inventory mechanics (containers and characters)
 
** Character equipment (item slots, changeable models w/ attachables)
 
 
** Pathfinding
 
** Pathfinding
 
** Party members (switch between, follower behavior)
 
** Party members (switch between, follower behavior)
 
* GUI
 
** Character generation
 
** Save/load
 
** In-game
 
*** Equip
 
*** Inventory
 
*** Level up
 
*** Party selection
 
  
 
* Scripting
 
* Scripting
 
** Implement missing functions
 
** Implement missing functions
*** Anything required to pass through the first room on Endar Spire [3]
 
  
 
* Conversations/cutscenes
 
* Conversations/cutscenes
** Scripted characters animations [4]
+
** Scripted characters animations
** Camera setup [5]
+
** Camera setup
 
** Activation distance
 
** Activation distance
 
** Alien and droid voice over in KotOR 2
 
** Alien and droid voice over in KotOR 2
Line 39: Line 27:
 
** 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
 
+
*** Equip
* Savegame creation
+
*** Inventory
* Graphics
+
*** Level up
** Shader based skeletal animation
+
*** Party selection
  
 
=== Phase 2 - Auxiliary  ===
 
=== Phase 2 - Auxiliary  ===
Line 70: Line 58:
 
** Swoop racing
 
** Swoop racing
 
** Pazaak
 
** Pazaak
 +
 +
* Graphics
 +
** Shader based skeletal animation

Revision as of 09:09, 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 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

Phase 3 - Miscellaneous

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