Tasks:Wastesedge:Engine: Difference between revisions
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Waste's Edge for 0.4 low-level code requirements |
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== Requirements == | == Requirements == | ||
* Completely implement/test loading/saving across all modules of the engine. | * <span style="text-decoration:line-through;">Completely implement/test loading/saving across all modules of the engine.</span> ''(in progress)'' | ||
* <span style="text-decoration:line-through;">Complete [[Tasks:Path_Finding|Pathfinding]] implementation to support different floor levels.</span> ''(done)'' | |||
* Make engine aware of aspect ratio used by graphics (see [http://lists.nongnu.org/archive/html/adonthell-devel/2012-09/msg00003.html]) | |||
* Implement actual game launcher and main loop<br>''Based on worldtest, but with no hardcoded references to any game data. After engine initialization, control should be handed over to a Python script'' | |||
* Support i18n of strings in our (XML) data files. | * Support i18n of strings in our (XML) data files. | ||
* Implement more stable map file format to better support distributed editing. | * <span style="text-decoration:line-through;">Implement more stable map file format to better support distributed editing</span> ''(done)''. | ||
* Evaluate/Implement render to texture for SDL 1.3 backend ''(see [http://lists.nongnu.org/archive/html/adonthell-devel/2012-01/msg00012.html])'' | |||
* Fullscreen/Windowed mode switching<br/>''(optional, see [http://lists.nongnu.org/archive/html/adonthell-devel/2011-03/msg00010.html])'' | |||
* Evaluate/implement support for SWIG -builtin feature<br/>''(optional, but might give a performance boost on slow devices. see [http://lists.nongnu.org/archive/html/adonthell-devel/2011-12/msg00005.html])'' | |||
* 'See-Through-Walls' [http://lists.nongnu.org/archive/html/adonthell-devel/2011-04/msg00010.html][http://lists.nongnu.org/archive/html/adonthell-devel/2011-05/msg00001.html]<br>''(not strictly required, but came back to my attention while browsing the ML)'' | * 'See-Through-Walls' [http://lists.nongnu.org/archive/html/adonthell-devel/2011-04/msg00010.html][http://lists.nongnu.org/archive/html/adonthell-devel/2011-05/msg00001.html]<br>''(not strictly required, but came back to my attention while browsing the ML)'' | ||
* Implement Map Events (i.e. events that fire when characters enter or leave defined areas of the map).<br>''(may not be required for Waste's Edge, as we do not need to 'teleport' between submaps.)'' | * <span style="text-decoration:line-through;">Implement Map Events (i.e. events that fire when characters enter or leave defined areas of the map). [http://lists.nongnu.org/archive/html/adonthell-devel/2012-02/msg00001.html]<br>''(may not be required for Waste's Edge, as we do not need to 'teleport' between submaps.)''</span> ''(done)''. | ||
== References == | == References == | ||
* Thoughts about i18n of strings [http://lists.nongnu.org/archive/html/adonthell-devel/2010-01/msg00014.html] (near bottom) | * Thoughts about i18n of strings [http://lists.nongnu.org/archive/html/adonthell-devel/2010-01/msg00014.html] (near bottom) | ||
* Loading/Saving design [http://lists.nongnu.org/archive/html/adonthell-devel/2009-09/msg00004.html][http://lists.nongnu.org/archive/html/adonthell-devel/2009-10/msg00006.html | * Loading/Saving design [http://lists.nongnu.org/archive/html/adonthell-devel/2009-09/msg00004.html][http://lists.nongnu.org/archive/html/adonthell-devel/2009-10/msg00006.html] and current implementation in Git [https://github.com/ksterker/adonthell/blob/master/src/base/savegame.cc]<br>''The test data has quick-saving/loading hooked to F5 and F6, but loading is only a stub [https://github.com/ksterker/wastesedge/blob/master/schedules/char/player.py] (search for 'handle_keys')'' | ||
* Thoughts about map format and distributed editing [http://lists.nongnu.org/archive/html/adonthell-devel/2011-06/msg00006.html]<br>(implemented for connectors, but not yet for the map file) | * Thoughts about map format and distributed editing [http://lists.nongnu.org/archive/html/adonthell-devel/2011-06/msg00006.html]<br>(implemented for connectors, but not yet for the map file) | ||
[[Category:Tasks]] | [[Category:Tasks]] | ||
[[Category:Recreate Waste's Edge]] | [[Category:Recreate Waste's Edge]] |
Latest revision as of 10:36, 10 November 2012
Back to Road Map.
Overview
This is the list of (low-level) coding tasks that still have to be implemented (or finalized) in order to re-create Wasre's Edge.
Dependencies
None
Requirements
- Completely implement/test loading/saving across all modules of the engine. (in progress)
- Complete Pathfinding implementation to support different floor levels. (done)
- Make engine aware of aspect ratio used by graphics (see [1])
- Implement actual game launcher and main loop
Based on worldtest, but with no hardcoded references to any game data. After engine initialization, control should be handed over to a Python script - Support i18n of strings in our (XML) data files.
- Implement more stable map file format to better support distributed editing (done).
- Evaluate/Implement render to texture for SDL 1.3 backend (see [2])
- Fullscreen/Windowed mode switching
(optional, see [3]) - Evaluate/implement support for SWIG -builtin feature
(optional, but might give a performance boost on slow devices. see [4]) - 'See-Through-Walls' [5][6]
(not strictly required, but came back to my attention while browsing the ML) - Implement Map Events (i.e. events that fire when characters enter or leave defined areas of the map). [7]
(may not be required for Waste's Edge, as we do not need to 'teleport' between submaps.) (done).
References
- Thoughts about i18n of strings [8] (near bottom)
- Loading/Saving design [9][10] and current implementation in Git [11]
The test data has quick-saving/loading hooked to F5 and F6, but loading is only a stub [12] (search for 'handle_keys') - Thoughts about map format and distributed editing [13]
(implemented for connectors, but not yet for the map file)