== 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 =|| {{{#!tr style="background: LightGreen" ||~~Tech / Research--Unlocking (units/buildings unlocks)~~||#3||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Improved collada importer~~||#886 #243 #802||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Tech / Research--Stats Modification~~||#3 #1358 #1376 #1410 #1462||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Random peace and battle track cycling||#961 #1223||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Healing~~||#999||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Land / Water Trading~~||#30||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Battle detection~~||#1425||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Attack Bonuses (Paper-Rock-Scissors)~~||#1067||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Building Construction||#21 #576||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Tributes~~||#7||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Replay / Record||#9||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Units on Walls~~||#26 #797||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Triggers~~||#52 #53||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Custom multiplayer lobby server~~||#1504||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Capturing Buildings||#996||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Destruction Dust[[BR]] (Dust gets kicked up; leaves rubble decal for X amount of time)~~||#819 #1166||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Distance Fog~~||#276||complete|| }}} {{{#!tr style="background: LightGreen" ||~~I18n localisation||#67||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Additional and randomly choose menu backgrounds|| #2993 ||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Garrisoned unit projectiles||#818||complete|| }}} {{{#!tr style="background: LightGreen" ||~~Bloom~~|| [http://www.wildfiregames.com/forum/index.php?showtopic=16022 forum topic] ||complete|| }}} {{{#!tr style="background: LightGreen" ||Diplomacy||#7||complete|| }}} {{{#!tr style="background: LightGreen" ||Entity alignment to terrain grid[[BR]]e.g. Units stay upright when going up hills.||#12||complete|| }}} {{{#!tr style="background: LightGreen" ||Civ Bonuses and Team Bonuses||#2445 #4082||complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Sound code redesign / refactoring ||#961 #1223 #1712 #1944 #1955 #1961 #1962||mostly complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Pretty selection footprints||#824 #1368 #1517||mostly complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Mac OS compatibility||#514 #741 #847 #931 #947 #1112 #1147 #1320[[BR]] #1326 #1554 #1593 #1917 #2304 #2851 #3969||mostly complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||~~Walls: Click-Drag (free placement)~~||#619 #786 #1217 #1449 #1529 #1565 #1566||mostly complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Advanced obstruction boxes||#914 #1032 #1121||mostly complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Save game||#702 #1088? #1089 #1090 #1324 #1666||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Advanced AI[[BR]](AI that can handle islands and other difficult cases)||#973 #3003 ||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Atlas improvements [[BR]](Delete brush, forest brushes, ~~double-click, band-boxing~~, etc.)||#96 #664 #678 #679 #944 #1122 #1213 #1943 #3414||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Island maps[[BR]](AI, ship movement, pathfinding)|| #3002 || partially complete || }}} {{{#!tr style="background: LightGoldenrodYellow" ||Simple ~~wave~~ and splash sprites and particles.||#48 #1572||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Usable mod support||#190 #304 #1838 #1940 #2019 #4027||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Shader effects||#1429 #1493 #1497 [http://www.wildfiregames.com/forum/index.php?showtopic=16022 forum topic] ||partially complete|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Formation Bonuses ~~and Behavior||#592 #593 #600 #3523||partially complete || }}} {{{#!tr style="background: LightGoldenrodYellow" ||Different Game Modes ("Default", Classic, Others?)||#1649 #2459 #2160|| partially complete || }}} {{{#!tr style="background: LightGoldenrodYellow" ||Social features in multiplayer lobby[[BR]](clans, chat, leaderboards)|| #2668 #2516 #2448 || partially complete || }}} {{{#!tr style="background: LightGoldenrodYellow" ||Relics[[BR]]||#4386 #28|| partially complete || }}} {{{#!tr style="background: LightGoldenrodYellow" ||Performance improvement||See GamePerformance||WIP|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Converting Units (Females, Animals, etc.)||#997||WIP|| }}} {{{#!tr style="background: LightGoldenrodYellow" ||Terrain flattening under buildings||#21 #2264||WIP|| }}} ||Building damage/fire||#131|||| ||Running & Charging||#994|||| ||Directional Attack Bonuses (for flanking, ramming etc.)|| || || ||Concealment / Ambush--Simple[[BR]](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[[BR]] (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[[BR]](basic animations, formations, and movement improvements)||#940 |||| {{{#!tr style="background: DarkSalmon" ||~~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 [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'''