From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Doc/TASK.TXT | 380 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 380 insertions(+) create mode 100644 Doc/TASK.TXT (limited to 'Doc/TASK.TXT') 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? + -- cgit v1.1