Difference between revisions of "Roadmap"

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* General
 
* General
 
** Stores
 
** Stores
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** Force Powers (defensive)
  
 
* Conversations/cutscenes
 
* Conversations/cutscenes
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* Combat
 
* Combat
** Force Powers
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** Force Powers (offensive)
 
** Grenades
 
** Grenades
 
** Mines
 
** Mines

Revision as of 10:22, 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.

Text in square brackets represents feature priority and who it is assigned to.

Phase 1 - Necessities

  • General
    • Object selection [?:Nostritius]
    • Pathfinding [?:Supermanu]
    • Party management
  • Scripting
    • Implement missing functions [1:seedhartha]
  • Conversations/cutscenes
    • Camera setup [2:seedhartha]
    • Scripted animations [3:seedhartha]
    • Continuous flow [4: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
    • 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