== 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 =|| {{{#!tr style="background: LightGreen" ||~~Tech / Research--Unlocking (units/buildings unlocks)~~||#3||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Save game||#702 #1088? #1089 #1090 #1324 #1666||mainly complete|| }}} {{{#!tr style="background: LightGreen" ||~~Improved collada importer~~||#886 #243 #802||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Sound code redesign / refactoring ||#961 #1223||WIP|| }}} ||Advanced AI[[BR]](AI that can handle islands and other difficult cases)||#973||open ended|| ||Improved Ship movement[[BR]](basic animations, formations, and movement improvements)||#940 |||| {{{#!tr style="background: LightGreen" ||~~Tech / Research--Stats Modification~~||#3 #1358 #1376 #1410 #1462||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Atlas improvements [[BR]](Delete brush, forest brushes, double-click, band-boxing, etc.)||#96 #664 #678 #679 #944 #1122 #1213||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Diplomacy||#7||WIP|| }}} {{{#!tr style="background: LightGreen" ||~~Healing~~||#999||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Mac OS compatibility||#514 #741 #847 #931 #947 #1112 #1147 #1320 #1326 #1554||WIP|| }}} ||Converting Units (Females, Animals, etc.)||#997|||| {{{#!tr style="background: LightGreen" ||~~Land / Water Trading~~||#30||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||~~Walls: Click-Drag (free placement)~~||#619 #786 #1217 #1449 #1529 #1565 #1566||mostly complete|| }}} ||Capturing Buildings||#996 |||| ||Battle detection||#1425|||| ||Island maps[[BR]](AI, ship movement, pathfinding)|||||| ||Building damage/fire||#131|||| {{{#!tr style="background: LightGoldenrodYellow" ||Advanced obstruction boxes||#914 #1032 #1121||mostly complete|| }}} ||Random peace and battle track cycling||#961 #1223||depends on sound redesign|| ||Terrain flattening under buildings||#21|| || {{{#!tr style="background: LightGreen" ||~~Attack Bonuses (Paper-Rock-Scissors)~~||#1067||complete|| }}} ||Building Construction||#21 #576|||| {{{#!tr style="background: LightGoldenrodYellow" ||Tributes||#7||WIP|| }}} ||Running & Charging||#994|||| {{{#!tr style="background: LightGoldenrodYellow" ||Civ Bonuses and Team Bonuses|| ||WIP|| }}} ||Formation Bonuses and Behavior||#592 #593 #600|||| {{{#!tr style="background: LightGoldenrodYellow" ||Custom multiplayer lobby server||#1504||WIP|| }}} ||Directional Attack Bonuses (for flanking, ramming etc.)|| || || ||Entity alignment to terrain grid[[BR]]e.g. Units stay upright when going up hills.||#12|| || ||Simple wave and splash sprites and particles.||#48|| || ||Concealment / Ambush--Simple[[BR]](Iberians gain attack bonus vs. enemy troops in Column Formation)|| || || ||Different Game Modes ("Default", Classic, Others?)|| || || ||Trample Damage||#995|| || ||Ship ramming||#305|| || {{{#!tr style="background: LightGoldenrodYellow" ||Destruction Dust[[BR]] (Dust gets kicked up; leaves rubble decal for X amount of time)||#819 #1166||mostly complete/WIP|| }}} ||Unique tech trees for each Faction|| ||WIP?|| ||Building snapping[[BR]]|| || || {{{#!tr style="background: LightGreen" ||Distance Fog||#276||complete|| }}} ||Advanced Ship movement[[BR]] (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 #1572|| || ||Usable mod support||#304 || || ||I18n localisation||#67|| || ||Cliffs||#993|| || ||3rd-party multiplayer lobby compatibility|| || || ||Reseeding farm queue at the Farmstead.|| || || {{{#!tr style="background: LightGreen" ||Bloom|| [http://www.wildfiregames.com/forum/index.php?showtopic=16022 forum topic] ||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Shader effects||#1429 #1493 #1497 [http://www.wildfiregames.com/forum/index.php?showtopic=16022 forum topic] ||WIP / open-ended|| }}} ||Relics[[BR]]|| || || ||Dynamic ship animations (Included in "Advanced ship movement")|| || || {{{#!tr style="background: LightGoldenrodYellow" ||Pretty selection footprints||#824 #1368 #1517||mostly 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 #797||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|| ||Cut|| ||Triggers||#52 #53||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 [http://www.wildfiregames.com/forum/index.php?showforum=312 the forums]. * '''Movement''' * Components: [source:ps/trunk/source/simulation2/components/CCmpUnitMotion.cpp UnitMotion], [source:ps/trunk/source/simulation2/components/CCmpPathfinder.cpp Pathfinder] * Old description: [wiki:XML.Entity.Actions.Move] * ~~''Walking''~~ * ''Running/charging'' * Adds combat bonus (see #213) * ~~''Formations''~~ * ~~Old description: [wiki:XML:_Formation], [wiki:XML.Entity.Traits.Formation]~~ * ''Terrain conformance'' * Old description: [wiki:XML.Entity.Traits.Anchor] * Components: [source:ps/trunk/source/simulation2/components/CCmpPosition.cpp Position] * ''Pathfinding'' * ~~''Basic pathfinding''~~ * ~~''Better pathfinding''~~ * ''More better pathfinding'' * ~~''Impassable terrain''~~ * ~~''Terrain costs''~~ * ''More efficient tile-based A*'' * ''More efficient vertex-based A*'' * ''Ship movement'' * '''Combat''' * Components: [source:ps/trunk/binaries/data/mods/public/simulation/components/Attack.js Attack], [source:ps/trunk/binaries/data/mods/public/simulation/components/Armour.js Armour], [source:ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js UnitAI] * Old description: [wiki:XML.Entity.Actions.Attack], [wiki:XML.Entity.Traits.Armour] * ~~''Basic attacks''~~ * ''Secondary attacks'' (automatic switching between ranged and melee weapons) * ~~''Projectiles''~~ * [GameplayDesignProjectiles Current design] * ''Accuracy effects'' * ''Animation synchronisation'' (particularly for projectile attacks) * '''Health''' * Components: [source:ps/trunk/binaries/data/mods/public/simulation/components/Health.js Health] * Old description: [wiki:XML.Entity.Traits.Health] * ~~''Death''~~ * ~~''Corpses''~~ * ~~''Decay''~~ * ''Healers'' * Old description: [wiki:XML.Entity.Actions.Heal] * '''Experience''' * Old description: [wiki:XML.Entity.Traits.Promotion], [wiki:XML.Entity.Traits.Rank] * ''Accumulating'' * ''Upgrading'' * ''Rendering'' * '''Resources''' * Components: [source:ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js ResourceGatherer], [source:ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js ResourceSupply] * Old description: [wiki:XML.Entity.Traits.Supply], [wiki:XML.Entity.Actions.Gather], [wiki:List:_Entities:_Nature:_Fauna], [wiki:List:_Entities:_Nature:_Fauna:_Herd], [wiki:List:_Entities:_Nature:_Geological:_Minerals] * ~~''Basic resource gathering''~~ * ~~''Dropsites''~~ * ~~''Kill animals before gathering meat''~~ * ''Corrals'' * ''Fields'' * Old description: [wiki:List:_Entities:_Player:_Structures#Field] * ''Decay'' * ~~''Auto-select nearby resources''~~ (when the currently targeted resource is exhausted) * '''Building construction''' * [GameplayDesignConstruction Current design] * Related tickets: #499 * ''Placement constraints'' (on map; ~~not on obstruction;~~ not on water; ~~on visible land~~) * ~~''Population effects''~~ * Old description: [wiki:XML.Entity.Traits.Population] * ~~''Resource usage''~~ * ~~''Foundations''~~ * ''Flatten terrain'' * ''Animation'' * ''Diminishing returns with more builders'' * ~~''Repair''~~ * Old description: [wiki:XML.Entity.Actions.Repair] * '''Training''' * [http://www.wildfiregames.com/forum/index.php?showtopic=13027 Current design] * Old description: [wiki:XML.Entity.Actions.Create], [wiki:XML.Entity.Traits.Creation] * ~~''Training queues''~~ * ~~''Rally points''~~ * '''Research''' * Old description: [wiki:XML.Tech] * ''Research queues'' * ''Tech effects'' * '''Settlements''' * Old description: [wiki:List:_Entities:_Nature:_Geological:_Other] * '''Loot''' * Old description: [wiki:XML.Entity.Traits.Loot], [wiki:XML.Entity.Actions.Loot] * '''Gates''' * Old description: [wiki:XML.Entity.Actions.Lock] * '''Garrisoning''' * Old description: [wiki:XML.Entity.Traits.Garrison] * '''Auras''' * Old description: [wiki:XML.Entity.Traits.Auras] * ~~''Detect range entering/leaving''~~ * ''Modify unit stats'' * '''LOS''' * Old description: [wiki:XML.Entity.Traits.Vision] * ~~''Determine from units''~~ * ~~''Render''~~ * ''Render prettily'' * ''Affect pathfinding'' * '''Forests''' * Old description: [wiki:List:_Entities:_Nature:_Flora:_Trees] * ''Hiding'' * '''AI''' * Components: [source:ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js UnitAI] * Old description: [wiki:XML.Entity.Traits.AI] * ~~''Order queues''~~ * ''Stances'' * ''Scouting'' * Old description: [wiki:XML.Entity.Actions.Scout] * ''Patrolling'' * Old description: [wiki:XML.Entity.Actions.Patrol] * ''Escorting'' * Old description: [wiki:XML.Entity.Actions.Escort] * ''AI players'' * ~~Extremely primitive AI framework~~ * Decent AI * '''Audio''' * Old description: [wiki:TDD_Audio] * ~~''Basic sound group integration''~~ * '''Territories''' * Old description: [wiki:Background:_Territories] * '''Seasons''' * Old description: [wiki:Background:_Seasons] * '''Weather''' * Old description: [wiki:Background:_Weather] * '''Bartering''' * Old description: [wiki:XML.Entity.Actions.Barter] * '''GUI''' * Old description: [wiki:TDD_GUI] * Components: [source:ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js GuiInterface], [source:ps/trunk/binaries/data/mods/public/gui/session_new/ session GUI code] * ''Unit selection'' * ~~''Selection rendering''~~ * Old description: [wiki:XML.Entity.Traits.Footprint] * ~~''Bandboxing''~~ * ''Numbered groups'' * ~~''Health bars''~~ * Old description: [wiki:XML.Entity.Traits.Health] * ~~''Minimap''~~ * Old description: [wiki: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'''