Roadmap

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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.

Numbers in square brackets represent the order in which we believe these features should be implemented.

  • General
    • Inventory mechanics (containers and characters) [4]
    • Character equipment (item slots, changeable models w/ attachables) [5]
    • Pathfinding [7]
    • Party members (switch between, follower behavior) [8]
    • Doors (interaction, collision detection) [9]
    • Module to module transitions
  • Scripting
    • Triggers (activation by PC position) [1]
    • Implement missing functions
    • Anything required to pass through the first room on Endar Spire [6]
  • Conversations/cutscenes
    • Character animation [2]
    • Camera setup [3]
    • Activation distance
    • 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
  • Savegames
    • Loading all known state
      • PC gender, class, head, skin type, orientation, etc.
      • Script variables
  • Savegame creation
  • Graphics
    • Shader based skeletal animation
  • Minigames
    • Swoop racing
    • Pazaak