Version 16 (modified by 13 years ago) ( diff ) | ,
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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.
- Movement
- Components: UnitMotion, Pathfinder
- Old description: XML.Entity.Actions.Move
Walking- Running/charging
- Adds combat bonus (see #213)
- Formations
- Old description: XML:_Formation, XML.Entity.Traits.Formation
- Terrain conformance
- Old description: XML.Entity.Traits.Anchor
- Components: Position
- Pathfinding
Basic pathfindingBetter pathfinding- More better pathfinding
Impassable terrainTerrain costs- More efficient tile-based A*
- More efficient vertex-based A*
- Ship movement
- Combat
- Components: Attack, Armour, UnitAI
- Old description: XML.Entity.Actions.Attack, XML.Entity.Traits.Armour
Basic attacks- Secondary attacks (automatic switching between ranged and melee weapons)
Projectiles- Current design
- Accuracy effects
- Animation synchronisation (particularly for projectile attacks)
- Health
- Components: Health
- Old description: XML.Entity.Traits.Health
DeathCorpsesDecay
- Healers
- Old description: XML.Entity.Actions.Heal
- Experience
- Old description: XML.Entity.Traits.Promotion, XML.Entity.Traits.Rank
- Accumulating
- Upgrading
- Rendering
- Resources
- Components: ResourceGatherer, ResourceSupply
- Old description: XML.Entity.Traits.Supply, XML.Entity.Actions.Gather, List:_Entities:_Nature:_Fauna, List:_Entities:_Nature:_Fauna:_Herd, List:_Entities:_Nature:_Geological:_Minerals
Basic resource gatheringDropsitesKill animals before gathering meat- Corrals
- Fields
- Old description: List:_Entities:_Player:_Structures
- Decay
Auto-select nearby resources(when the currently targeted resource is exhausted)
- Building construction
- Current design
- Related tickets: #499
- Placement constraints (on map;
not on obstruction;not on water;on visible land) Population effects- Old description: XML.Entity.Traits.Population
Resource usageFoundations- Flatten terrain
- Animation
- Diminishing returns with more builders
Repair- Old description: XML.Entity.Actions.Repair
- Training
- Current design
- Old description: XML.Entity.Actions.Create, XML.Entity.Traits.Creation
Training queuesRally points
- Research
- Old description: XML.Tech
- Research queues
- Tech effects
- Settlements
- Old description: List:_Entities:_Nature:_Geological:_Other
- Loot
- Old description: XML.Entity.Traits.Loot, XML.Entity.Actions.Loot
- Gates
- Old description: XML.Entity.Actions.Lock
- Garrisoning
- Old description: XML.Entity.Traits.Garrison
- Auras
- Old description: XML.Entity.Traits.Auras
Detect range entering/leaving- Modify unit stats
- LOS
- Old description: XML.Entity.Traits.Vision
Determine from unitsRender- Render prettily
- Affect pathfinding
- Forests
- Old description: List:_Entities:_Nature:_Flora:_Trees
- Hiding
- AI
- Components: UnitAI
- Old description: XML.Entity.Traits.AI
Order queues- Stances
- Scouting
- Old description: XML.Entity.Actions.Scout
- Patrolling
- Old description: XML.Entity.Actions.Patrol
- Escorting
- Old description: XML.Entity.Actions.Escort
- AI players
- Extremely primitive AI framework
- Decent AI
- Audio
- Old description: TDD_Audio
Basic sound group integration
- Territories
- Old description: Background:_Territories
- Seasons
- Old description: Background:_Seasons
- Weather
- Old description: Background:_Weather
- Bartering
- Old description: XML.Entity.Actions.Barter
- GUI
- Old description: TDD_GUI
- Components: GuiInterface, session GUI code
- Unit selection
Selection rendering- Old description: XML.Entity.Traits.Footprint
Bandboxing- Numbered groups
Health bars- Old description: XML.Entity.Traits.Health
Minimap- Old description: XML.Entity.Traits.MiniMap
- Go to hero unit
- Go to idle worker
- Detect combat
- In-game manual
Networking
- Hero units
- Walls
- Capturing
- Diplomacy
- Triggers
- Objectives