summaryrefslogtreecommitdiffhomepage
path: root/Doc/TASK.TXT
blob: c0dc2cab6e1511341546f22cc26cf4a72080ca55 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
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?