summaryrefslogtreecommitdiffhomepage
path: root/Doc/TASK.TXT
diff options
context:
space:
mode:
Diffstat (limited to 'Doc/TASK.TXT')
-rw-r--r--Doc/TASK.TXT380
1 files changed, 380 insertions, 0 deletions
diff --git a/Doc/TASK.TXT b/Doc/TASK.TXT
new file mode 100644
index 0000000..c0dc2ca
--- /dev/null
+++ b/Doc/TASK.TXT
@@ -0,0 +1,380 @@
+STARSHATTER TASK LIST AND SCHEDULE
+
+AUGUST 1997
+
+1 Magic Enhancements
+ * modify poly (finish)
+ * triangulate poly
+ * remove degenerate polys (fewer than 3 distinct verts)
+ * scale selection
+ * rotate selection
+ * primitives (sphere, cylinder, cone)
+
+SEPTEMBER 1997
+
+1 Magic Enhancements
+ * texture mapping
+ * new test ship designs and textures
+ + stabilization (bug fixing)
+
+1 Low-level AI (idle / attack / reverse / evade)
+ * Auto-bank on turn
+ * 2 AI fighters attacking each other
+ * 1+ AI fighters attacking the player
+
+1 Flocking AI
+ * Collision Avoidance
+ * Seek Target
+ * Flee, Avoid object
+ * Evade Threat
+ * Drop/re-acquire target
+ * Fire control based on Projected Silhouette
+ * Readiness (speed multiplier, likelihood of fire)
+
+1 Combat results (damage to resources/ships)
+ * Fix sprite animation rate
+ + Shields
+ * Explosions / Flashes / Particles
+ * Ship-to-ship collisions
+ * Impulse from collisions and shots
+
+1 Compound data file and asset manager
+ * including zlib compression
+
+ Misc.
+ * test mode
+ * respawn
+ * gaea texture generator
+
+OCTOBER 1997
+
+1 Sound
+ * Ambient Sound Effects
+ * 3D Sound Effects
+ + Streamed Sound (e.g. voice over)
+
+1 Renderer Architecture
+ * get rid of span buffer (CamView, SpanBuff)
+ * get rid of poly id and key (Geometry)
+ * single clipped polygon
+ * no more clipped_verts in poly (Geometry)
+ * ClipPoly just before ProjectPoly (CamView)
+ * Clip from source poly into dest poly (CamClip)
+ * fixed overhead of 16 verts in vertex set (Solid::Allocate)
+ * colored lights
+ * directional backlighting
+ * z-scaling for 3Dfx
+ * snapshot of D3D frame buffer (not working on 3Dfx?)
+ * remove Span pointer from poly
+
+1 Memory Leak Debugging
+ * MemDebug class
+
+1 Idle (schedule slip)
+ Played Wing Commander 3 and Darklight Conflict a bit
+ Thought a lot about game design
+ Learned to use Photoshop
+
+NOVEMBER 1997
+
+1 Renderer Architecture
+ * move texture indices from vertex to poly (Geometry)
+ * modify nGen to support new formats
+
+1 Misc.
+ * Polygon-accurate shot-intersection
+ * Translucent shield bubble
+ * Improved laser graphics
+ * Target "Pickle"
+
+1 Combat
+ * seeker missiles
+ * missile cam
+ * smooth camera zoom
+ * improved ship collision logic
+ * physical vibration
+
+DECEMBER 1997
+
+1 Misc.
+ * Lens flare occlusion
+ * improved collision avoidance AI
+ * improved seeker AI
+ * ship physics for missile carrying and launch
+ o starfield texture in sw (tried and removed: too slow)
+
+1 Misc.
+ * additional sounds (engines, shot-impact)
+ * 3Dfx bug fixes
+ * upgraded data archiver
+ * planetary rings
+ * clipping/zooming bug fixes
+ * simple ultra-drive
+
+1 Collision Detection
+ * RAPID Collision detection
+
+JANUARY 1998
+
+1 Misc.
+ * polygon properties (e.g. flat-shaded, transparent)
+ * bridge cam
+ * independent agility parameters
+ * LOD clipping of graphics
+ - LOD model support for ships and planets
+
+1 Key/joystick button mapper
+ * define key codes for actions and load from file
+ - GUI support for mapping keys within the game
+
+1 Weapon Aiming AI
+ * Improved missile graphics
+ * Load weapon/shot parameters from data file
+ * Handle slow charging / variable charge cap ship guns
+ * Compute deflection vector to lead target
+
+FEBRUARY
+ * completed font designer
+ * designed HUD font
+ * basic button control
+ * basic form class
+ * improved collision avoidance AI
+ * physical modeling - vibration
+ * improved shield graphics
+
+MARCH
+ * simple padlock view
+ * improved gaea planetary texture
+ * fixed planet texture mapping defects
+ * multi-quality bitmaps
+ * use 8-bit texture format in hardware, when available
+ * power management and multiple reactors
+ * HUD view
+ * 2D cockpit view
+
+ HUD enhancements
+ * IFF color indications
+ * markers for distant contacts
+ * weapon range bar
+ * mode indicator
+ * fullscreen mode for external cameras
+
+ Guns and Missiles
+ * weapon selection (G for guns, M for missiles?)
+ * weapon range indicator
+ * chase vector indicator
+ * missile lock
+ + missile track/lock graphic and audio cue
+
+APRIL
+ Misc
+ * HUD display off
+ * HUD color/brightness
+ * Doppler shift and distance roll off
+ * Orient theater/padlock views to world coordinates
+ * AI roll to orient with world coordinates (y+ is up)
+ * Fighter AI: roll+pitch instead of yaw
+
+ Sensor/Scanner and Emission Control
+ * passive and active sensors
+ - manual emcon
+ - environmental sensor efficiency
+
+MAY
+ Misc
+ * joystick configuration
+ * performance tuning (clip vertex set in view space)
+ * (x,y,z) translation thrusters
+ * movable external camera (rotate, zoom, center on object)
+ * "enhanced" two-frequency doppler effect
+
+ Tactical Situation MFD
+ * properly clipped 3D grid
+ * contact info for each contact
+ * tactical hud
+ * cycle view object
+ ? clipped circles indicating target weapon range
+
+ Magic Enhancements
+ * optional second texture and flag set per polygon
+ * specular highlight flag
+ * two-pass texture rendering in nGen (sw and d3d)
+
+ Combat Results
+ * System Damage Combat Results
+ * particle burst/trail for severe system damage
+ * caution and warning panel
+ - target damage feedback
+ - vocal warning system
+
+ System Damage Modeling
+ * avionics HUD/NAV degradation
+ * attitude stabilizer
+ - attitude control
+ - throttle control
+ - sensor weapon aiming control
+
+JUNE
+ Combat Enhancements
+ - subsystem targeting for starship targets
+ - AA turrets on starships
+ - mines and/or gunpods
+ - long range weapon types
+
+JULY
+ Simulation and Navigation
+ * star system modeling
+ * orbital mechanics
+ * navigation map
+ * autonav ai
+ * hyperdrive navigation
+ * improved planetary texture mapping
+
+AUGUST
+ Operational Simulation and Navigation
+ * performance optimization for large fleets
+ * enhanced hyperdrive auto nav ai
+ * animated hyperspace effects
+ * new navigation mfd design
+ * starship fire control mfd
+
+ Misc
+ * improved plasma trail effect
+ * corrected rendering of large grids
+ * improved performance of button control
+ * fixed lighting and lens flare bugs
+ * improved star shell texture mapping
+
+SEPTEMBER
+ Operational Simulation
+ * fire control mfd
+ * weapon firing orders
+ * flight deck modeling
+ * flight deck control (recover/launch ships)
+ * created starship ai
+ * improved fighter evasion techniques
+ * starship point defense
+
+ Graphics and Collision Detection
+ * fixed specular highlighting
+ * fixed collision matrix
+ * removed collision resolution for fighter/fighter
+ * render planetary atmosphere
+ * improved planet generator
+
+OCTOBER
+ Operational Simulation
+ - air tasking orders, manual order assignment
+ - starship ai threat assessment, targetting and navigation
+ - starship ai flight deck control
+ - time skip, including combat resolution
+ - hyperspatial navigation
+ - packages, cooperation, formations, orders
+ - communications and squadron commands
+
+----------------------------(unscheduled)------------------------------------
+
+ Other HUD Modes
+ - IDS (docking)
+ - RHAW
+ - MAW
+
+ Misc
+ - reactor power level control
+ - planet craters
+
+ Bug List
+ * faceting (flat-shading) in D3D
+ * nebula sky invisible during fade in
+ * specular highlights visible during fade in
+ * show missile count in HUD
+ * correct ship class determination
+ * improve fighter steering behavior
+ * extraneous keys on startup
+ - sound memory leak
+ - sound dropouts
+
+ Auto Pilots
+ - match velocity
+ - form up
+ - approach
+ - dock
+
+? DX6 DrawPrimitive support
+
+2 Mid/High level AI
+ - strategy and tactics
+ - stealth and detection
+ - morale simulation
+ - difficulty settings
+
+2 Docking and Resupply
+
+1 Ship model parts
+ - additional ship designs
+ - solid model loading using surfaces for sub parts
+ - Complex explosions for composite ships
+
+1 Fonts (including alpha blended anti-aliased)
+
+1 GUI logic / real menu tree
+
+8+ Final ship designs
+1 Final weapon designs
+
+1 Death-spiral Animations
+
+2 Special Effects
+ + Shields
+ + Hyperspace
+ - Starshatter and other Big Explosions
+ - Shock waves, weapon trails
+ * Planetary Rings
+
+1 Wingman command interface
+
+2 Cockpit designs
+
+1 Other External Views
+ + theater view
+ + padlock
+ - rear view
+ - (looping) flyby
+
+2 Save/Restore Game
+
+2 Galaxy Design
+2 Planet, moon, and starfield textures
+2 Campaign Logic
+? Mission Design
+1 Mission Objectives Representation
+
+1 Promotions / Scoring
+1 Mission Briefing System
+1 Animation Cutscene System
+1 Strategic Briefing Data and Design
+
+? Info Database and Help content
+ User's Manual
+
+2 Sound Effects Production
+ - Foley editing
+
+1 Music
+ - Midi or digital audio streaming
+
+3 Music Production
+ - Composition and recording
+
+ High quality renderer for Magic
+ - phong shading
+ - multiple colored light sources with shadows
+ * double precision z buffer
+ - very high resolution (1280 x 960)
+ - high polygon count
+
+
+(possibles)
+
+1 WinGlide support for 3Dfx?
+