Tasks:Wastesedge:Engine

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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)