OD Development Roadmap
Posted: 12 Sep 2014, 11:21
We currently are aiming for 0.4.9:
- 0.4.x: Basic but functional gaming experience.
--> Scope more or less defined, we have ~15 issues left before release.
--> The most annoying thing left is to sort out the cmake stuff + make OD packageable.
- 0.5.x: Start on polishing the base.
--> starting addition on evil paths.
--> Basic fog of war: My proposal: Only the tiles that have been seen once by your creatures are visible. You can drop creatures only on visible tiles. Enemy creatures are visible only when on a visible tile.
--> Models are using normals
--> Creature mood system to make the game more strategical.
--> Creature class sounds.
--> Fixing creatures fighting behaviour
- 0.6.x: Maturing
--> Spells and traps.
--> Doors?
--> Evil paths more or less implemented.
--> A lot more is configurable through ... configuration files.
--> Editor much more functional.
--> A server lobby system?
- 0.7.x: Let's make a full game
--> Basic campaign support
--> Angel script support reboot.
--> Finish/Review how culling is done.
...
Let's not go too far. There is already a lot to do. From what I see, 0.5 and 0.6 tasks could be exchanged without any counter-thought. But I'd request we don't start on campaign without quite some good base gameplay or the campaign will be a boring suite of alike-looking scenarii.
Lan is so cool already as it's making the game playable an replayable with friends.
- 0.4.x: Basic but functional gaming experience.
--> Scope more or less defined, we have ~15 issues left before release.
--> The most annoying thing left is to sort out the cmake stuff + make OD packageable.
- 0.5.x: Start on polishing the base.
--> starting addition on evil paths.
--> Basic fog of war: My proposal: Only the tiles that have been seen once by your creatures are visible. You can drop creatures only on visible tiles. Enemy creatures are visible only when on a visible tile.
--> Models are using normals
--> Creature mood system to make the game more strategical.
--> Creature class sounds.
--> Fixing creatures fighting behaviour
- 0.6.x: Maturing
--> Spells and traps.
--> Doors?
--> Evil paths more or less implemented.
--> A lot more is configurable through ... configuration files.
--> Editor much more functional.
--> A server lobby system?
- 0.7.x: Let's make a full game
--> Basic campaign support
--> Angel script support reboot.
--> Finish/Review how culling is done.
...
Let's not go too far. There is already a lot to do. From what I see, 0.5 and 0.6 tasks could be exchanged without any counter-thought. But I'd request we don't start on campaign without quite some good base gameplay or the campaign will be a boring suite of alike-looking scenarii.
Lan is so cool already as it's making the game playable an replayable with friends.