Difference between revisions of "Roadmap"

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__NOTOC__
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The development and refinement of content is assumed to be ongoing.  So while the "Tech Tree" is listed under "completed", it is assumed that techs will be created and modified as new parts of the game are added.  Buildings, ships, species, monsters and any other content will probably be continually created, removed, and/or refined as development progresses.
===0.1===
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'''Completed'''
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 +
===Completed===
 +
====0.1====
 
*Basic galaxy map  
 
*Basic galaxy map  
 
*Splash screen / save game / load game  
 
*Splash screen / save game / load game  
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*Fleet movement and capturing of planets & star systems  
 
*Fleet movement and capturing of planets & star systems  
 
   
 
   
===0.2=== [[V.2_Requirements|Specifications]]
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====[[V.2_Requirements|0.2]]====
 
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*Galaxy generation routines
'''Completed'''
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*Basic economy model, planet classification, resource production
 
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*Stockpiles
*Galaxy generation routines (passed - drekmonger)
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*Population growth model & population cap
*Basic economy model / planet classification (passed - Aquitaine) (includes precise numbers for mineral & nutrient production)
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*Population growth model & population cap (to be passed)
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*Incorporation of nutrients and minerals and some manner in which minerals will feed industry
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*Starlanes
 
*Starlanes
*Stockpiles (if we'll have them)
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*Environmental preferences
*Environmental preferences (although as there are no races, everyone will have the same preferences for several versions)
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*Basic Planet Specials
*Basic Planet Specials (model for how specials will work; perhaps specials that affect resources)
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===0.3=== [[V.3_Requirements|Specifications]]
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'''Completed'''
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 +
====[[V.3_Requirements|0.3]]====
 
*Buildings model  
 
*Buildings model  
 
*Secret Projects (add projects as we add more features)  
 
*Secret Projects (add projects as we add more features)  
*Tech tree beginning: the current plan is to establish all of the empire-level tech stuff before we do any tactical-level stuff (so we'll have the tech tree for everything up to this point completed before we start in on anything else).  
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*Tech tree beginning: establish as much resources and growth tech content now as possible, adding more as necessary and possible while doing future versions.
  
This plan may be a little more 'boring' than tackling combat and governments and all that at once, but I'm convinced that we need to do the tech tree in a gradual, deliberate manner.
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====[[0.4_Design_Pad|0.4]]====
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* Ship design system and interface
===0.4===
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* Basic Space combat auto-resolution
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* Stealth and detection system
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* Fuel limiting fleet movement and a resupply system
 +
* Planet resource-exchange range limits and blockades by ships
 +
* Planets populated by species with preferences for different planet types
 +
* Neutral / native populations on planets
 +
* Space monsters
 +
* Basic planetary invasions and ground combat
 +
* Basic encyclopedia interface
 +
* Content tweaks to improve playability
  
'''Currently being coded'''<br>
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====0.4.1====
'''Currently being designed'''
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* Macro Substitution and Tags for scripting
 +
* Basic Diplomacy (human initiated War or Peace)
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* Proper Zero-Population Player-Controlled Outposts
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* Reworking of Growth, Production, and Resources
  
*Space combat model
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===Under Development / Ready for Development===
*Ship design model
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* ...
*Tech tree for both of the above
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Ground combat is under discussion -- some people want to do ground combat alongside space combat. Personally, I'd rather do ground combat later, not because I want to give it less attention, but because I don't want to split our programming team up at this point -- v0.4 will be the next make-or-break point after v0.1 for FreeOrion, and I don't want to overwhelm the programmers or the artists or the FX and music folks. So consider this official word that I've recognized how important ground combat is to everyone and that I want to make sure it gets its due, and that my current means of accomplishing that is to do it after space combat.
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===0.5===
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*Diplomacy model (large debate regarding how much -- if any -- of an EU2-esque diplo model we want)
 
*Tech tree update - Diplomacy
 
* Server remotely manageable and master server
 
 
Considerable AI work around the Diplomacy model, so let's not load anything else on the programming team for v0.5
 
 
===0.6===
 
  
*Ground combat (::cheers::)
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===In Concept Design===
*Tech tree update - Ground combat
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* Species-empire interactions
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** Species like or dislike empires with certain properties or behaviours
===0.7===
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** Species like or dislike empires due to events or actions the empire has taken that affect the species directly
 +
** Species opinions of empires interact with planet happiness
  
*Espionage
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* Diplomacy
*Space Monsters
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** Empires can establish states of peace, war, or alliances, which interact with resource output, production or research.
*Random Events
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*Tech tree update - Espionage
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===0.8===
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*Governments (we've already settled on an SMAC-style government model, but we'll hold off on actually finalizing governments until v0.8)
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* Detection and Stealth
*Leaders
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** Does the current detection - distance vs. stealth system work?
*Races & Race picks
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** How should content be design to work with this system?
*Tech tree update - governments, race-specific picks
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** What could work better?
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===0.9===
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*Game balancing, extensive playtesting. this will be an alpha release geared towards playability.
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* Streamlining
*Translation of game content into officially supported languages. Which languages these are will depend on who volunteers to translate.
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===1.0 - Final Release===
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*Polish. Editing everything for grammar and spelling (content) and readability (code). Final graphic, FX, and music work. Ideally, there should be no new features in v1.0. If there are, v1.0a will be released and thoroughly tested before we announce the v1.0 release.  
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===Planned for 1.0===
The roadmap after v1.0 will involve champagne.
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(may be completed in any order)
 +
 
 +
* Custom species can easily be created by players.
 +
 
 +
* Interactive space combat
 +
 
 +
* Implementing a Trade and/or Influence resource(s)
 +
 
 +
* Ground combat
 +
** Players have minimal or no interaction with ground combat
 +
** Ground combat can proceed simultaneously with and during space combat
 +
** Ground troops can be dropped on planets during interactive space combat or can be ordered dropped from the galaxy-map system sidepanel GUI
 +
** Ground troop victory is necessary to capture a planet from another player, or to capture populated neutral planets
 +
** Unhappy planets can generate "rebel" ground troops that can lead to a player losing control of a planet, possibly to other empires.
 +
** Species, and species opinions of empires, interacts with ground combat
 +
 
 +
* Diplomacy
 +
** AIs play to win, and there are no "diplomacy modifiers" that directly alter AI interaction with human players or eachother.
 +
*** AIs do consider species preferences and their consequences
 +
** Empires can trade resources, techs, planets, ships, or map information by mutual agreement.
 +
*** Human or AIs can propose and accept trades in a suitable GUI.
 +
*** Trade agreements should be possible to propose, modify and accept instantly, but likely won't take effect until the subsequent turn resolution.
 +
** Empires can be at war or peace with other empires
 +
*** Peace vs. war affects blockades, and ship movement
 +
 
 +
* Remove server management and master server
 +
** Some sort of matchmaking system should be possible within the GUI
 +
** A master server should set up game servers for players
 +
 
 +
=== Final Polishing before 1.0===
 +
* Balancing and playtesting.
 +
* Grammar and spelling
 +
* Translations to languages other than English (the development language)
 +
 
 +
 
 +
===Optional for 1.0===
 +
The following concepts are not required for v1.0, but may be added before or after v1.0 if a strong motivation for them is provided and an adequate design is established.
 +
All game-design proposals should world ''whether or not'' any of the following aspects are included in the game.
 +
 
 +
* Espionage
 +
* Leaders
 +
* Governments
 +
* Random events
 +
* Galaxy map saving and reuse
 +
* Map editor or "God Mode"
 +
* Scripted "campaigns"
 +
* More Strategic resources
 +
* "Hall of Fame" high score list
 +
* Galaxy-map level threats (novas & mobile space storms)

Latest revision as of 15:18, 7 August 2012

The development and refinement of content is assumed to be ongoing. So while the "Tech Tree" is listed under "completed", it is assumed that techs will be created and modified as new parts of the game are added. Buildings, ships, species, monsters and any other content will probably be continually created, removed, and/or refined as development progresses.

Completed

0.1

  • Basic galaxy map
  • Splash screen / save game / load game
  • Basic planet screen
  • Automated combat resolution
  • Fleet movement and capturing of planets & star systems

0.2

  • Galaxy generation routines
  • Basic economy model, planet classification, resource production
  • Stockpiles
  • Population growth model & population cap
  • Starlanes
  • Environmental preferences
  • Basic Planet Specials

0.3

  • Buildings model
  • Secret Projects (add projects as we add more features)
  • Tech tree beginning: establish as much resources and growth tech content now as possible, adding more as necessary and possible while doing future versions.

0.4

  • Ship design system and interface
  • Basic Space combat auto-resolution
  • Stealth and detection system
  • Fuel limiting fleet movement and a resupply system
  • Planet resource-exchange range limits and blockades by ships
  • Planets populated by species with preferences for different planet types
  • Neutral / native populations on planets
  • Space monsters
  • Basic planetary invasions and ground combat
  • Basic encyclopedia interface
  • Content tweaks to improve playability

0.4.1

  • Macro Substitution and Tags for scripting
  • Basic Diplomacy (human initiated War or Peace)
  • Proper Zero-Population Player-Controlled Outposts
  • Reworking of Growth, Production, and Resources

Under Development / Ready for Development

  • ...


In Concept Design

  • Species-empire interactions
    • Species like or dislike empires with certain properties or behaviours
    • Species like or dislike empires due to events or actions the empire has taken that affect the species directly
    • Species opinions of empires interact with planet happiness
  • Diplomacy
    • Empires can establish states of peace, war, or alliances, which interact with resource output, production or research.
  • Detection and Stealth
    • Does the current detection - distance vs. stealth system work?
    • How should content be design to work with this system?
    • What could work better?
  • Streamlining


Planned for 1.0

(may be completed in any order)

  • Custom species can easily be created by players.
  • Interactive space combat
  • Implementing a Trade and/or Influence resource(s)
  • Ground combat
    • Players have minimal or no interaction with ground combat
    • Ground combat can proceed simultaneously with and during space combat
    • Ground troops can be dropped on planets during interactive space combat or can be ordered dropped from the galaxy-map system sidepanel GUI
    • Ground troop victory is necessary to capture a planet from another player, or to capture populated neutral planets
    • Unhappy planets can generate "rebel" ground troops that can lead to a player losing control of a planet, possibly to other empires.
    • Species, and species opinions of empires, interacts with ground combat
  • Diplomacy
    • AIs play to win, and there are no "diplomacy modifiers" that directly alter AI interaction with human players or eachother.
      • AIs do consider species preferences and their consequences
    • Empires can trade resources, techs, planets, ships, or map information by mutual agreement.
      • Human or AIs can propose and accept trades in a suitable GUI.
      • Trade agreements should be possible to propose, modify and accept instantly, but likely won't take effect until the subsequent turn resolution.
    • Empires can be at war or peace with other empires
      • Peace vs. war affects blockades, and ship movement
  • Remove server management and master server
    • Some sort of matchmaking system should be possible within the GUI
    • A master server should set up game servers for players

Final Polishing before 1.0

  • Balancing and playtesting.
  • Grammar and spelling
  • Translations to languages other than English (the development language)


Optional for 1.0

The following concepts are not required for v1.0, but may be added before or after v1.0 if a strong motivation for them is provided and an adequate design is established. All game-design proposals should world whether or not any of the following aspects are included in the game.

  • Espionage
  • Leaders
  • Governments
  • Random events
  • Galaxy map saving and reuse
  • Map editor or "God Mode"
  • Scripted "campaigns"
  • More Strategic resources
  • "Hall of Fame" high score list
  • Galaxy-map level threats (novas & mobile space storms)