Planned features for Part 1

The following features are planned for 0 A.D. part 1, roughly in order of priority. Note: the list does not include everything that will be done, only some of the more interesting/important features. For more details on graphics features, see GraphicsFeatureStatus.

Feature Relevant link(s) Status
Tech / Research--Unlocking (units/buildings unlocks)#3complete
Improved collada importer#886 #243 #802complete
Tech / Research--Stats Modification#3 #1358 #1376 #1410 #1462complete
Random peace and battle track cycling#961 #1223complete
Healing#999complete
Land / Water Trading#30complete
Battle detection#1425complete
Attack Bonuses (Paper-Rock-Scissors)#1067complete
Building Construction#21 #576complete
Tributes#7complete
Replay / Record#9complete
Units on Walls#26 #797complete
Triggers#52 #53complete
Custom multiplayer lobby server#1504complete
Capturing Buildings#996complete
Destruction Dust
(Dust gets kicked up; leaves rubble decal for X amount of time)
#819 #1166complete
Distance Fog#276complete
I18n localisation#67complete
Additional and randomly choose menu backgrounds #2993 complete
Garrisoned unit projectiles#818complete
Bloom forum topic complete
Diplomacy#7complete
Entity alignment to terrain grid
e.g. Units stay upright when going up hills.
#12complete
Civ Bonuses and Team Bonuses#2445 #4082complete
Sound code redesign / refactoring #961 #1223 #1712 #1944 #1955 #1961 #1962mostly complete
Pretty selection footprints#824 #1368 #1517mostly complete
Mac OS compatibility#514 #741 #847 #931 #947 #1112 #1147 #1320
#1326 #1554 #1593 #1917 #2304 #2851 #3969
mostly complete
Walls: Click-Drag (free placement)#619 #786 #1217 #1449 #1529 #1565 #1566mostly complete
Advanced obstruction boxes#914 #1032 #1121mostly complete
Save game#702 #1088? #1089 #1090 #1324 #1666partially complete
Advanced AI
(AI that can handle islands and other difficult cases)
#973 #3003 partially complete
Atlas improvements
(Delete brush, forest brushes, double-click, band-boxing, etc.)
#96 #664 #678 #679 #944 #1122 #1213 #1943 #3414partially complete
Island maps
(AI, ship movement, pathfinding)
#3002 partially complete
Simple wave and splash sprites and particles.#48 #1572partially complete
Usable mod support#190 #304 #1838 #1940 #2019 #4027partially complete
Shader effects#1429 #1493 #1497 forum topic partially complete
Formation Bonuses and Behavior#592 #593 #600 #3523partially complete
Different Game Modes ("Default", Classic, Others?)#1649 #2459 #2160 partially complete
Social features in multiplayer lobby
(clans, chat, leaderboards)
#2668 #2516 #2448 partially complete
Relics
#4386 #28 partially complete
Performance improvementSee GamePerformanceWIP
Converting Units (Females, Animals, etc.)#997WIP
Terrain flattening under buildings#21 #2264WIP
Building damage/fire#131
Running & Charging#994
Directional Attack Bonuses (for flanking, ramming etc.)
Concealment / Ambush--Simple
(Iberians gain attack bonus vs. enemy troops in Column Formation)
#3177
Trample Damage#995
Ship ramming#305
Unique tech trees for each Faction
Building snapping#3920
Advanced Ship movement
(Dynamic ship animations, 3-point turns, turning radii, etc.)
#940
Advanced Water effects: A rolling water plane, etc.#48 #1572
Cliffs#97 #993
Dynamic ship animations (Included in "Advanced ship movement")
Automated Explore#29
Improved Ship movement
(basic animations, formations, and movement improvements)
#940
Reseeding farm queue at the Farmstead. Cancelled in favor of infinite farms #1318

Likely Cut from Part 1

The following features will not be a focus for completing part 1, however there is always the chance they might be included as an OS contribution or if all the above are finished.

Feature Relevant ticket(s) Status
Ship boarding/capturing Cut
Campaigns: Narrative #4387 Cut
Reinforcements Cut
Walls: Curtain Walls (centered on the Civic Centre) Cut
Dynamically baked textures Cut
Campaigns: Strategic ("Imperial Campaign" turn-based strategic map) Cut
New combat system#4545 Cut

Information below is very outdated

This is an attempt at a reasonably comprehensive list of desired gameplay features, roughly categorised and split into small sections, with links to various sources of documentation and code.

Features that are largely completed are marked like this.

Before working on a feature, it should be broken down into more detail and added as a Trac ticket (with a reference to the ticket added from this page).

"Old description" refers to technical documentation for the old simulation system; the new one has different features and different syntax, so use the documentation as inspiration and not specification.

The "current design" pages are attempts to collect and summarise the discussions and decisions about the design, in order to provide a direction for the implementation. Nothing is set in stone - the design issues can be discussed on the forums.

  • Research * Old description: XML.Tech * Research queues * Tech effects

* Gates

* Old description: XML.Entity.Actions.Lock

* Auras

* Old description: XML.Entity.Traits.Auras * Detect range entering/leaving * Modify unit stats

  • Audio
    • Old description: TDD_Audio
    • Basic sound group integration
  • Bartering

* Old description: XML.Entity.Actions.Barter

  • Networking
  • Hero units
  • Walls
  • Capturing
  • Diplomacy
  • Triggers
  • Objectives
Last modified 5 years ago Last modified on Jul 15, 2019, 8:33:22 PM
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