Tasks:Wastesedge:Engine: Difference between revisions
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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)'' | ||
* Complete [[Tasks:Path_Finding|Pathfinding]] implementation to support different floor levels. | * Complete [[Tasks:Path_Finding|Pathfinding]] implementation to support different floor levels. | ||
* 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. | ||
* <span style="text-decoration:line-through;">Implement more stable map file format to better support distributed editing</span> ''(done)''. | * <span style="text-decoration:line-through;">Implement more stable map file format to better support distributed editing</span> ''(done)''. |
Revision as of 21:59, 10 June 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.
- 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 [1])
- Fullscreen/Windowed mode switching
(optional, see [2]) - Evaluate/implement support for SWIG -builtin feature
(optional, but might give a performance boost on slow devices. see [3]) - 'See-Through-Walls' [4][5]
(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). [6]
(may not be required for Waste's Edge, as we do not need to 'teleport' between submaps.) (done).
References
- Thoughts about i18n of strings [7] (near bottom)
- Loading/Saving design [8][9] and current implementation in Git [10]
The test data has quick-saving/loading hooked to F5 and F6, but loading is only a stub [11] (search for 'handle_keys') - Thoughts about map format and distributed editing [12]
(implemented for connectors, but not yet for the map file)