Version 32 (modified by leper, 12 years ago) ( diff )

add some tickets

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.

Feature Relevant ticket(s) Status
Tech / Research--Unlocking (units/buildings unlocks)#3complete
Save game#702 #1088?mainly complete
Improved collada importer#886 #243 #802complete
Sound code redesign / refactoring #961 #1223WIP
Advanced AI
(AI that can handle islands and other difficult cases)
#973open ended
Improved Ship movement
(basic animations, formations, and movement improvements)
#940
Tech / Research--Stats Modification#3 #1358 #1376 #1410 #1462WIP
Atlas improvements
(Delete brush, forest brushes, double-click, band-boxing, etc.)
#96 #664 #678 #679 #944 #1122 #1213partially complete
Diplomacy#7WIP
Healing#999complete
Mac OS compatibility#514 #741 #847 #931 #947 #1112 #1147 #1320 #1326 #1554WIP
Converting Units (Females, Animals, etc.)#997
Land / Water Trading#30complete
Walls: Click-Drag (free placement)#619 #786 #1217 #1529 #1531 mostly complete
Capturing Buildings#996
Battle detection#1425
Island maps
(AI, ship movement, pathfinding)
Building damage/fire#131
Advanced obstruction boxes#914 #1032 #1121mostly complete
Random peace and battle track cycling#961 #1223depends on sound redesign
Terrain flattening under buildings#21
Attack Bonuses (Paper-Rock-Scissors)#1067complete
Building Construction#21 #576
Tributes#7
Running & Charging#994
Civ Bonuses and Team Bonuses
Formation Bonuses and Behavior#592 #593 #600
Custom multiplayer lobby server#1504WIP
Directional Attack Bonuses (for flanking, ramming etc.)
Entity alignment to terrain grid
e.g. Units stay upright when going up hills.
#12
Simple wave and splash sprites and particles.#48
Concealment / Ambush--Simple
(Iberians gain attack bonus vs. enemy troops in Column Formation)
Different Game Modes ("Default", Classic, Others?)
Trample Damage#995
Ship ramming#305
Destruction Dust
(Dust gets kicked up; leaves rubble decal for X amount of time)
#819 #1166mostly complete/WIP
Unique tech trees for each Faction WIP?
Building snapping
Distance Fog#276
Advanced Ship movement
(Dynamic ship animations, 3-point turns, turning radii, etc.)
#940
Additional and randomly choose menu backgrounds
Garrisoned unit projectiles#818
Advanced Water effects: A rolling water plane, etc.#48
Usable mod support
I18n localisation#67
Cliffs#993
3rd-party multiplayer lobby compatibility
Reseeding farm queue at the Farmstead.
Bloom
Shader effects WIP / open-ended
Relics
Dynamic ship animations (Included in "Advanced ship movement")
Pretty selection footprints#824 #1517mostly complete
Replay / Record#9

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 Cut
Units on Walls#26 #797Cut
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 Cut
Triggers#52 #53Cut

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
  • Audio
    • Old description: TDD_Audio
    • Basic sound group integration
  • Networking
  • Hero units
  • Walls
  • Capturing
  • Diplomacy
  • Triggers
  • Objectives
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