Storyline, Quests, Ideas, Dialogs -manager
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Coordinated by Arthur.

Engine improvements (code)

General

* items dropped into walls to check
* fighting in labyrinths: unable to attack bot close to a wall
* program casting graphical effect
* autoguns as bots
* unify miss/hit rules for bullets/blasts/melee shots/whatever

Leveleditor (see GSoC? project idea at OpenJobs)

* quickbar does not work when placing with KP
* refactor state code
* grouping
* drag and drop (see M key)
* drag&drop selections
* copy pasting
* save world and provide a test feature to avoid corrupting the world all the time
* improve autoscroll
* display more information about the marked obstacle (and uncomment corresponding code)
* handle placement of special enemies
* edit parameters of random enemies
* allow editing scripts from inside the editor

General, less relevant

* extend map borders (doable)
* bigger exterminator splash (graphics needed first)
* help button for takeover game to make more visible
* movement of civilians: larger WP routes and randomization (not so interesting, difficult)
* fix GL automap, notably alpha (replaced by SDL automap by default)
* character shadows
* use GL for spinning item in shops
* doors drawn over tux (minor and very difficult to fix)

Game content (graphics, sound, maps, ...)

  • Staff attack animation incorrectly is a sword animation
    this is hard because i'd need to render _ALL_ tux anims to change anything

  • new floor-tiles
    • flat dried grass
    • corroded concrete and asphalt-tiles
    • sidewalks
    • tiles with loosely strayed stones
    • more tiny plants in grass
    • more interior floor tiles

  • gastanks and phone-cells
  • corroded or grown-over signs
  • crushed & burnt-out robots and machines
  • security cameras
  • kitchen furniture (hotplates, etc.)

  • "metro-alike" identification portals
  • cubicles

Building etc.

* Update or remove manpage

BASSE URGENT

We have reworked items, so we have lots of new items. They lack inventory, floor and shop images at the very least, plus on-tux images but those are more difficult to generate so we don't need them now.

The items are of two kinds: melee and ranged weapons

Melee

* Cutting *
  • Antique sword - 1H - Size 32x128
  • Chainsaw - 2H - Size 64x128
* Cleaving *
  • Small Axe - 1H - Size 64x96 (just rerender at this size with another color)
* Piercing *
  • Hunting knife - 1H - Size 32x64
* Impact *
  • Iron bar - 2H - Size 32x192
  • Sledgehammer - 2H - Size 64x160

Ranged

mainly projectile weapons.. I know it may not be much to your liking but it's not realistic not to have them. stay consistent with your style (ie. make nice stuff), we'll rename the weapons if necessary

  • .22 LR ammunition 32x32
  • .22 automatic pistol 32x64
http://en.wikipedia.org/wiki/Ruger_MK_II http://en.wikipedia.org/wiki/Ruger_MK_III http://en.wikipedia.org/wiki/Ruger_10/22

  • shotgun shells 64x64
  • pump action shotgun 64x128
http://en.wikipedia.org/wiki/Riot_shotgun

  • 9mm ammunition 32x96
  • 9mm pistol 32x64
Image inspiration Glock 17 (9mm) Automatic (5) - reliable http://soldf.com/pistol88.html

  • 7.62mm ammunition 32x128
  • 7.62mm AK-47 64x160
http://en.wikipedia.org/wiki/AK-47

Misc

  • teleporter homing beacon (a little device that plants a beacon for a teleporter to bring you back and forth between your current location and your home) 32x32
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Page last modified on May 09, 2008, at 02:21 AM