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ToDoList

daggada

WORKING:

  • STARTED Update GUI.
  • STARTED Check XBOX controls, with keybinding.
  • Virtual cursor & tooltip
  • Dedicated Server
  • Matchmaking
  • Ebirah NPC monster?
  • More voice overs.
  • Animated portraits.

SMALL:

  • Improvements to Wave Defense mode, end game UI.

EXPERIMENTAL:

  • UNet Integration post 5.1

SHELVED:

  • Scene transitions for main menu sections.
  • Map editor, loading scenes from files?
  • DoT weapons
  • Swimming Marines (Hull drilling, bleeding health, bomb planting, etc)
  • Screen flashes on damage
  • Scuttle option for misplaced structures.
  • Consumable temporary powerups.
  • Surface Relay: Gun platform structure calldown, can buy upgrades for it, better guns etc.
  • HUD scaling?
  • Complex Terrain with navigation/steering. Terravol.
  • New Unit Command?: Slide to here. Move with current orientation (for caps).
  • New Unit Command?: Halt/Stop, or Wait Here?
  • Fully Authoritative Server
  • Mini map?
  • Accounts/Logins (database) with persistent stats
  • Game Mode: Motherships, can trigger main attack on eachother.
  • Game Mode: Gather for building escape craft. At milestones, new capability gets unlocked, tech,

ARCHIVE: (Done / Fixed)

  • REJECTED Try true-to-DSV-scale for all units.
  • Update 5.1 OVR integration.
  • Lower depth artifact pickups that give stat bonuses?
  • EndGame UI needs new GUI style.
  • UI Scrollable dropdown widget (for video res & sandbox ents).
  • Sandbox mode usage of startup UI, make cleaner.
  • Fix production UI button highlights.
  • Voice FX rigging.
  • Lower depths rewards, resource pickups
  • Require calldown weapon beacons to have active surface relay.
  • Sandbox mode expose console spawn commands on a GUI.
  • Slight Cap ship rolling on turns.
  • UI Tooltips
  • Cached unit materials for batched draw calls.
  • Post death sequence spawn entity chunks, use splitter plugin?
  • Spectator mode
  • In-game keybinding screen
  • Config files instead of player prefs
  • HUD toggle to only crosshair and symbols
  • Fix RSS reader?
  • Polish pre-game lobby.
  • OVR 2DUI solution.
  • BUG: When moving mouse right before command rose is brought up, arrow points weird.
  • BUG: Shop items aren't refreshing after research is completed.
  • BUG: Aim in non-OVR when freelooking is fucked up.
  • Walker (needs beam weapon)
  • Cruiser
  • Flyer Drone
  • Flyer Kamikaze
  • Depth Charge call-in. AoE.
  • Orbital Barrage call-in. Single target
  • Laser turret, anti-sub.
  • Repair station
  • Auto Claimer
  • Barrier deployable
  • Map bounds and crush depth
  • Melee Mode
  • Build times and queue
  • Shop only available within base perimeter
  • Teamplay
  • Speed booster (energy bar)
  • Shield (energy bar)
  • Repair gun (See Tench)
  • Homing torpedo
  • Stat tracking. In/End game stats
  • Load screen between levels
  • Time limit
  • Map loop & level reset
  • Competition mode with synchronized start
  • Video/Audio Settings
  • Version checking server-to-client
  • Server Setup
  • Mode: Capture the Flag
  • Private game, password protect
  • Enforce server player cap
  • Unit list & count.
  • NGUI integration, replace all Unity based UIs
  • Player healthbar
  • Base healthbars
  • Collector healthbars
  • Sub Module resource bar
  • Chat
  • Camera shake
  • Increased light/dark with depth
  • Complete XBOX controller controls.
  • Low health warning for command rig. Health bar on HUD?
  • End game stats, victory/lose statistics screen.
  • Cockpit damage
  • Torpedo counter-measure deployable.
  • Damage particles at low health.
  • User warnings/alerts: under attack, structure destroyed, etc.
  • Waves of attack: single player mode?
  • Death sequences.
  • Grabber indicator
  • State machine for Entity: descend, alive, immobile, dying
  • Improve targeting box, show distance.
  • Fix WeaponAI to not fire until in range.
  • Put version number on main menu.
  • Disable chat in tutorial.
  • DSV hangar, make entering a requirement.
  • Surface Relay: Mine field, just like depth charge but proximity mines.
  • Auto-repeat build queues (will need to create unit cap for this)
  • Main screen news updates. RSS Feed.
  • Capital Factory: Units built on platform, instead of descending to it.
  • Make Q/E side strafe on vehicle controls.
  • Interactive tutorial
  • Grabber item & target display on hud monitors.
  • Radar
  • Lag compensation for direct fire, railgun esp.
  • Stasis field call-down. Central emitter. Freezes NPCs, Turret Skiff.
  • Improved unit command rose.
  • Master Audio / Sound Manager Pro experimentation.
  • AIWeapon leads enemies with projectile gun.
  • Refine unit commands. Attack, Hold, Break/Attack, Follow.
  • Combine autoclaimer and turret into 1 deployable.
  • Exclusivity to attack priority to say"ONLY attack these". Mostly for cap
  • Extractor increase production over time?
  • Claim occurs on last hit now, so metal is auto-marked on kill.
  • Maybe only manta has metal claimer.
  • AutoClaim still works.
  • Remove autoclaim from turret.
  • Follow & Attack purchasable units
  • Repeat-build-queue command on facs with virtual queuing.
  • Upgrades & sub attributes
  • Decal shader. full Alpha = no tint
  • Aiming priority on non-neutrals, and LOS check
  • Drop-in beacon effect, add build times.
  • Homing lock on warning, and fix target square tween scale
  • PlayerSub steering update
  • Gamestart scene
  • New Gen Towers
  • Base turrets
  • Initial sync of deployables on connect
  • Buying collectors
  • Actually subtract / sync metal
  • Score limits & display
  • Ammo counts for certain weapons
  • Item shop
  • UNClaimer
  • NPC spawner node, instead of statics
  • Death messages
  • Player names / stats
  • Fix Health Sender coroutine ghetto-ness
  • Check ammo on server bug.
  • Sub spinners and FX
  • Zoom Scope
  • BUG: Team HUD text sometimes incorrect. ie. Teammate marked red
  • BUG: Late join on Entity descent is incorrect, may need to send final destination

Related

Blog: 2013/09/to-do
Wiki: Home

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