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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?
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