TODO for Stratagus Version 2.1
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T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
(C) Copyright 1998-2004 by The Stratagus Project. Distributed under the
"GNU General Public License"
This should be done for the next release (2.3):
- Worker with gold/wood could go to depot under construction!
- Ai can't find any way, tries this to often.
- Let target of attack command blink, if selected (like right click)
- Should rewrite the create player code.
- Should show planed buildings, if I build with alt+shift more than one.
- Canceled buildings stills shows gray rectangle, if new building is build.
- New show actions produces new errors, buttons aren't correctly updated.
- The color cycling isn't 100% correct. See FIXME: in ColorCycle()
- Ships do not go up and down, if attacking.
- I cannot change unit 'pending' or however you call it (command applied to
new trained units) when there is a unit in train queue, I think I could.
- A peon can enter a mine and die in the mine.
- A peon can enter a deposit and die in the deposits.
- The thing is, if whatever is blocking the path to the wood moves, the
worker moves to some wired position (-1,-1), if no hall is available.
- First sound of attack i never hear, only second,..
- Let single player maps played as multiplayer.
- The heading of attacking units isn't 100% correct.
- The heading of missiles isn't 100% correct.
- Units trained says nothing?
Next to implement:
- Document all functions with doc++ or doxygen comments.
- Show the units in a transporter on map. (Partly done)
- New spell "show units in enemy transporters"
- Unit moves away from magni.., glass must disappear. (duplicate)
- Selecting with rectangle and scrolling with keyboard, scrolls selection area: some solutions??
- Another big thing I noticed - When loading data/puds/multi/jimland.pud,
before the player stats appear, MANY lines saying "REGM: contains unknown
action 0x4100" are shown. I didn't even look to see where this message is
generated, but this serves as a heads-up.
- Make color-cycling speed configurable.
- ActionNone is used, where?
- Support different AI for levels.
- Let the campaigns play like the original.
- Setting the units limit for each player separate.
- Decoration on top not supported.
In the near future:
- Computer AI should be improved
- Add map-specific AI strategies
- Fog of war (correct)
- Exploration (correct)
- Never chop the same wood twice.
- individual speeds for players.
- Training queues without resources.
- Hear range, and sound handling of only bearable sounds.
In the far future:
Future plans:
- Editing Way-points
- Editing Build multiple units (training queue)
- Editing Build list for buildings (building queue)
- Z coordinates
- Ground effects (roads faster,...) (Map Support Needed, A* Works)
- Animated cursors
- Automatic repairs
- Show how time of bloodlust... (blink if short before end)
- Show invisible better, (transparent...)
- Radar minimap. (Edgar!)
- Map zoom factor 1,2,4 like anno 1602
- Add support for SHM-Extensions without pixmap support
New ideas:
New units/behavior:
- Critters
- Cost only time ( no food required )
- Every few ( 3-5 ) critters provide food for few units ( 1-2? )
- Dark Portal -- teleport, portal between worlds
- Requires Castle,Church and MageTower to build ( perhaps and some
Mages trained? )
- Collects mana
- Uses full mana load to place teleport destination
- Teleport units with mana cost
- `Recall's unit from the destination spot back ( mana cost )
- Can be upgraded to allow to summon other worlds units ( daemons )
- Runestone
- Requires Castle,Church and MageTower to build ( build by peon,
activate by mage? )
- Collects mana
- Transfers (auto?) mana to all magic units in the range
( Mages,Paladins )
- Even can transfer mana to other buildings like Dark Portal!
( So Dark Portals can be supported by cluster of runestones... )
- Heal all units in the range ( requires mana )
- Blocks all Dark Portal destination spots in the range
Last changed: $Id: todo.html,v 1.71 2004/06/06 06:22:25 mr-russ Exp $
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