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Meeting Agendas
Moritz Eyssen edited this page May 9, 2014
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- 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
- Framerate independant
weaponseverything - To sector or not to sector
- Faster reviews. One shipit by opposite OS enough?
- issue grouping (label usage)
- idea and feature plan presentation
- Damage from Collision/ Damage from Shockwave / DamageForwarding inside a VC without fieldOfDamage
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