75 GameplayFeatureStatus
historic_bruno edited this page 2019-07-15 18:33:22 +00:00

Planned features for Part 1

The following features are planned for 0 A.D. part 1, roughly in order of priority. Note: the list does not include everything that will be done, only some of the more interesting/important features. For more details on graphics features, see GraphicsFeatureStatus.

Feature Relevant link(s) Status
Tech / Research--Unlocking (units/buildings unlocks) #3 complete
Improved collada importer #886 #243 #802 complete
Tech / Research--Stats Modification #3 #1358 #1376 #1410 #1462 complete
~~Random peace and battle track cycling #961 #1223 complete
Healing #999 complete
Land / Water Trading #30 complete
Battle detection #1425 complete
Attack Bonuses (Paper-Rock-Scissors) #1067 complete
~~Building Construction #21 #576 complete
Tributes #7 complete
~~Replay / Record #9 complete
Units on Walls #26 #797 complete
Triggers #52 #53 complete
Custom multiplayer lobby server #1504 complete
~~Capturing Buildings #996 complete
Destruction Dust
(Dust gets kicked up; leaves rubble decal for X amount of time)
#819 #1166 complete
Distance Fog #276 complete
~~I18n localisation #67 complete
~~Additional and randomly choose menu backgrounds #2993 complete
~~Garrisoned unit projectiles #818 complete
Bloom forum topic complete
Diplomacy #7 complete
Entity alignment to terrain grid
e.g. Units stay upright when going up hills.
#12 complete
Civ Bonuses and Team Bonuses #2445 #4082 complete
Sound code redesign / refactoring #961 #1223 #1712 #1944 #1955 #1961 #1962 mostly complete
Pretty selection footprints #824 #1368 #1517 mostly complete
Mac OS compatibility #514 #741 #847 #931 #947 #1112 #1147 #1320
#1326 #1554 #1593 #1917 #2304 #2851 #3969
mostly complete
Walls: Click-Drag (free placement) #619 #786 #1217 #1449 #1529 #1565 #1566 mostly complete
Advanced obstruction boxes #914 #1032 #1121 mostly complete
Save game #702 #1088? #1089 #1090 #1324 #1666 partially complete
Advanced AI
(AI that can handle islands and other difficult cases)
#973 #3003 partially complete
Atlas improvements
(Delete brush, forest brushes, double-click, band-boxing, etc.)
#96 #664 #678 #679 #944 #1122 #1213 #1943 #3414 partially complete
Island maps
(AI, ship movement, pathfinding)
#3002 partially complete
Simple wave and splash sprites and particles. #48 #1572 partially complete
Usable mod support #190 #304 #1838 #1940 #2019 #4027 partially complete
Shader effects #1429 #1493 #1497 forum topic partially complete
Formation Bonuses ~~and Behavior #592 #593 #600 #3523 partially complete
Different Game Modes ("Default", Classic, Others?) #1649 #2459 #2160 partially complete
Social features in multiplayer lobby
(clans, chat, leaderboards)
#2668 #2516 #2448 partially complete
Relics
#4386 #28 partially complete
Performance improvement See GamePerformance WIP
Converting Units (Females, Animals, etc.) #997 WIP
Terrain flattening under buildings #21 #2264 WIP
Building damage/fire #131
Running & Charging #994
Directional Attack Bonuses (for flanking, ramming etc.)
Concealment / Ambush--Simple
(Iberians gain attack bonus vs. enemy troops in Column Formation)
#3177
Trample Damage #995
Ship ramming #305
Unique tech trees for each Faction
Building snapping #3920
Advanced Ship movement
(Dynamic ship animations, 3-point turns, turning radii, etc.)
#940
Advanced Water effects: A rolling water plane, etc. #48 #1572
Cliffs #97 #993
Dynamic ship animations (Included in "Advanced ship movement")
Automated Explore #29
Improved Ship movement
(basic animations, formations, and movement improvements)
#940
Reseeding farm queue at the Farmstead. Cancelled in favor of infinite farms #1318
## Likely Cut from Part 1 The following features will not be a focus for completing part 1, however there is always the chance they might be included as an OS contribution or if all the above are finished.
Feature Relevant ticket(s) Status
Ship boarding/capturing Cut
Campaigns: Narrative #4387 Cut
Reinforcements Cut
Walls: Curtain Walls (centered on the Civic Centre) Cut
Dynamically baked textures Cut
Campaigns: Strategic ("Imperial Campaign" turn-based strategic map) Cut
New combat system #4545 Cut

Information below is very outdated

This is an attempt at a reasonably comprehensive list of desired gameplay features, roughly categorised and split into small sections, with links to various sources of documentation and code.

Features that are largely completed are marked like this.

Before working on a feature, it should be broken down into more detail and added as a Trac ticket (with a reference to the ticket added from this page).

"Old description" refers to technical documentation for the old simulation system; the new one has different features and different syntax, so use the documentation as inspiration and not specification.

The "current design" pages are attempts to collect and summarise the discussions and decisions about the design, in order to provide a direction for the implementation. Nothing is set in stone - the design issues can be discussed on the forums.

~~* Gates ~~* Old description: XML.Entity.Actions.Lock

~~* Auras ~~* Old description: XML.Entity.Traits.Auras ~~* Detect range entering/leaving ~~* Modify unit stats