Ideas:
- New models with (multiple?) textures: Demon, Hornet, Hellcat
- Other preliminary WC1 content (what is on the radar?)
- Initial OGRE-based VS engine (what more needs doing, klauss?)
Totally. Feel free to put pressure on me.charlieg wrote:I don't want to rush klauss, per se, but a bit of pressure can add a bit of focus.
Bingo.klauss wrote:Matthew: I think Charlieg here meant an even shorter term than the roadmap. I'd suggest focusing on quality - right now, we have too many features but too loosely attached. We have to start working on those features to make them integrate better.
So... a next release could focus on "playability". Not bugfixes per-se, but it obviously includes them. I mean taking the hackishness out of some features. Balancing looks and performance (flak guns, remember?), stuff like that - stuff that kills gameplay.
I think one of the most importants features in that category is compatibility with lesser hardware. I'm not entirely sure, but I think you can get in dark alleys if you forget about them (and intend to add support later on).chuck_starchaser wrote:Of course, if adding on some feature later would require a redesign, might as well do it up front. Possibly the global illumination thing falls in this category; but it could be like a minimal version of it for now.
I imagine you said so because you imagine this would make things easier to get it working before getting it perfect. But it doesn't, actually. In fact, treating shadows anything but globally makes your rendering loop very segmented (like one ship at a time), which hinders performance a great deal. Efficient implementations need a "globalized shadow implementation", as in "providing shadows for the entire scene" (or at least a sizable portion).chuck_starchaser wrote:* Shadows produced by one unit being received by another. Only a unit's self-shadowing needed, to judge the correctness of a model.
That’s Fine, but that’s not a 0.3.x release. That’s still in the 0.2.x existing branch. What was originally specified was:charlieg wrote:Bingo.klauss wrote:Matthew: I think Charlieg here meant an even shorter term than the roadmap. I'd suggest focusing on quality - right now, we have too many features but too loosely attached. We have to start working on those features to make them integrate better.
So... a next release could focus on "playability". Not bugfixes per-se, but it obviously includes them. I mean taking the hackishness out of some features. Balancing looks and performance (flak guns, remember?), stuff like that - stuff that kills gameplay.
This by its self says it’s a 0.2.x release.charlieg wrote:What should be in the next WCU release? It should be sooner rather than later, and goals should be realistic (i.e. either small or almost complete or can be made usable quickly) and stability shouldn't be awful but perfection not needed ("dude, it's a development release").
Again these would be 0.2.x branch, and feel free to up this number as frequently as possible. You might want to check with Spirit to see what the last release was at, 0.2.4 I think.charlieg wrote:Ideas:
- New models with (multiple?) textures: Demon, Hornet, Hellcat
- Other preliminary WC1 content (what is on the radar?)
This is a major change to the system and gets the 0.3.x treatment or something of equal weight. That’s all I am saying. Hell if you can release a 0.2.x update say once a month, then that, overtime it will warrant a 0.3.x release. That’s all I am saying.charlieg wrote:
- Initial OGRE-based VS engine (what more needs doing, klauss?)