Table of Contents
Development TODO
Last udpate :
- UI / Messaging Layer
- Maps / Ground texturing
Next target : Maps / Tiles, objects AND Characters
Domains
There are core domains :
- Controls : all what is about user input and the controllers to the model
- Graphic effects : all fancy and nice-looking effects (GLSL or not)
- Maps : all what is about the world and its representation as a “map”
- Optimization : how to make it go faster and better
- Server : the online / multiplayer persistant system
- UI : the user interface (but not the input nor the controllers)
Controls
- Player motion :
- direct movements
- controlled movements (click & go, pathfinding)
- character update
- Ground tools
- elevation / reduction
- smoothness / roughness
- texturing
- accessibility and affinity
- map export / save to disk
- Map tools
- tiles
- events
- water points (sources and sinks)
Graphic effects
- Depth-of-Field (DoF) effect : two-pass rendering, blurring depending on depth
- Lighting / shadows
- Custom Rendering :
- external configuration
- glsl / shader loading
- “multiple phase” rendrings
Maps
Currently
- Extensible space
- xwd maps
- loading / unloading
- Ground texturing
- top texture
- border texture
- map-at-once
Then
- Characters : 8 directions, 2D tiles
- Ground texturing
- case-by-case
- Lighting
- ambiant lighting (day light)
- source lights
- Tiles / Objects :
- 2D orientable tiles
- Procedural tiles
- 3D objects
- Water layer
- sources
- sinks
- water process
- Accessibility
Optimization
- Cell ground display lists
- Cell VA / VBO
- Multiple textures to one per cell
- OpenGL capacities checking
- display lists
- glsl
- va / vbo
Server
- Concurrency
- Connection platform
- Display updates
- Environment update
- Messaging
- Player updates
- Scalable server infrastructure :
- Centralized
- Decentralized (P2P) : client = server
- Server controllers
UI
Currently
- Energy layer
- Loading layer
- Messaging layer
- TextField : command line
- TextArea : message display area
- Messaging : feedback / memory text area, and color format for message types :
- admin = white/black bold
- blue = status changes
- green = command result and data change + debug
- persos = format “name : message”,
Then
- Equipment layer
- Messaging layer
- OralMessage / Message : visual message near the people who talk