Skip to content
Moritz Eyssen edited this page May 9, 2014 · 175 revisions

Next meeting

  • Faction/Character/Relation specific behaviour on agression
  • Control model: Keep it as it is or set and keep speed
  • State of one engine -> no more dampening -> overwork boardcomputer
  • NPCs should react on attack, no matter what their current order is or whether they are idle.
  • Speculate over a God Module caring to keep the universe alive by spawning npcs/stations
  • Enginetrails: People notice patterns; multi-colored, color-fading

17.04.2014

  • Framerate independant weapons everything
  • To sector or not to sector
  • Faster reviews. One shipit by opposite OS enough?

10.04.2014

  • issue grouping (label usage)
  • idea and feature plan presentation
  • Damage from Collision/ Damage from Shockwave / DamageForwarding inside a VC without fieldOfDamage

01.04.2014

organization & milestones

  • milestones until commercial release? (move of repository?)
  • fix&close all issues, build foundation for fluid future work?
  • closing old wiki pages
  • workflow

Architecture

  • Refactoring / the GamePlay thing / disentanglement - Architecture
  • GameElement (derived from Scriptable) for base class of WorldObject, Script, EventPoll, Mission, ... . World takes ownership, WorldComponents (WorldLogic, EventPoller, ...) only use them. Removal happens when GameElements request it by setting a flag, no more removeScript/Poll/WorldObject
  • Bulletengine
  • input
  • missionsystem architecture
    • mission templates on c++ side
    • react on spawnfailure
    • how to compensate long createWorldObject time (general issue) [loading screen, yay! during mission? yeeha!]

Feature

  • gameplay and aiming
  • engine/speed/engineslots
  • item concept. healer, scanner, shield, ...
  • integrate aimhelper and ai
  • faction based ai
  • main menu, ingame menus

Targeting mechanisms. Users may want to

  • poll through all enemies !
  • select nearest enemy ! --> maybe play freelancer ;)
  • poll through all objects
  • select incoming missile?
  • select the enemy the player attacks