Overall gameplay
- Mission objectives : implements all possible objectives
- Object positioning during drawing, tiles drawing order
- Correct identification of object types during mission load, including :
- vehicles : there are different types. The gray one (people/agents drive them), police cars, ambulance, military heavy vehicle, firefighters, garbage collector, train (it is multiple vehicles) should work as one. They need to have defined:
- their type in main_type_,
- health should be checked to know how much health we have per type,
- their animation should be defined and not loaded as we do now, there are destroyed vehicles in game from start, as I use states, they should have proper state set. if destroyed, the attribute health is good but states are easier to check in bulk with one variable single check instead of different variables and multiple checks;
- statics : I have added hack for advertisement boards to draw them, it should be removed and special attribute added to draw them at the end instead of that. Trash bin/phone booth should be destructible with proper animation.
- Animation for objects need to be fixed, to correctly represent every stage of event/state:
- Different objects burn : phone booth, trash bin (, mail box?)
Mission gameplay
Agent management
- All persuaded should increase speed when adrenaline of persuador is increased
Vehicles
- When a car is parked or on the road, peds walk through vehicle : they should avoid it
- Vehicles should kill peds that are crossing roads if driving on them.
- Cars should stop if peds cross the road on the pedestrian crossing (except when our agents drive the car: we're bad guys!)
- There are destroyed vehicles in game from start, as I use states, they should have proper state set if destroyed. The attribute health is good but states are easier to check in bulk with one variable single check instead of different variables and multiple checks
- Adding properties : max people can hold; speed per type; damage can inflict/receive per type; radius of damage when destroyed
Statics
- damage received value; destructible or not
AI
- pathfinding directional, vehicles, for peds driving in the city
- vehicle pathfinding needs to be tested on all maps and improved (Greenland not working)
- damage inflicted by vehicles/weapons, variate by type of damage and range
- state of vehicles/people/objects should change correctly due to gameplay:
- switch of state due to damage
- change in behavior due to persuade - test all
- instant damage to objects(handleDamage for all destructible)
- Reload button translation for non-English languages
- Work on hyphenation rules in the text reflow code
- "no_sound"/"no_music" option for config file
- The built-in fonts have some characters that don't sit right vertically (Ö and Ü in certain sizes)
Technical details
- Xmidi music data is not dealocated on exit - memory leak
Missions
List of missing features/bugs per mission :
ID |
Mission ID |
Country |
Status |
Features / Bugs |
0 |
17 |
Alaska |
Not tested |
|
1 |
39 |
NORTHWEST TERRITORIES |
Not tested |
|
2 |
08 |
NORTHEAST TERRITORIES |
Not tested |
|
3 |
16 |
Greenland |
Not tested |
|
4 |
20 |
Scandinavia |
Not tested |
|
5 |
18 |
Ural |
Not tested |
|
6 |
22 |
Siberia |
Not tested |
|
7 |
12 |
KAMCHATKA |
Not tested |
|
8 |
21 |
YUKON |
Not tested |
|
9 |
01 |
West Europe |
In test |
- Target to kill should run directly to the car. For the moment, he walks inside the house before taking the car. Player has to wait before the house. (Bug 64) |
10 |
15 |
Central Eur. |
Not tested |
|
11 |
10 |
Eastern Eur. |
Not tested |
|
12 |
09 |
KAZAKHSTAN |
Not tested |
|
13 |
03 |
Mongolia |
Not tested |
|
14 |
02 |
Far East |
Not tested |
|
15 |
TBD |
TBD |
Not implemented |
|
16 |
TBD |
TBD |
Not implemented |
|
17 |
TBD |
TBD |
Not implemented |
|
18 |
TBD |
TBD |
Not implemented |
|
19 |
TBD |
TBD |
Not implemented |
|
20 |
TBD |
TBD |
Not implemented |
|
21 |
TBD |
TBD |
Not implemented |
|
22 |
TBD |
TBD |
Not implemented |
|
23 |
04 |
Iran |
Not tested |
|
24 |
50 |
China |
Not tested |
|
25 |
TBD |
TBD |
Not implemented |
|
26 |
TBD |
TBD |
Not implemented |
|
27 |
TBD |
TBD |
Not implemented |
|
28 |
TBD |
TBD |
Not implemented |
|
29 |
TBD |
TBD |
Not implemented |
|
30 |
TBD |
TBD |
Not implemented |
|
31 |
TBD |
TBD |
Not implemented |
|
32 |
TBD |
TBD |
Not implemented |
|
33 |
TBD |
TBD |
Not implemented |
|
34 |
TBD |
TBD |
Not implemented |
|
35 |
TBD |
TBD |
Not implemented |
|
36 |
TBD |
TBD |
Not implemented |
|
37 |
TBD |
TBD |
Not implemented |
|
38 |
TBD |
TBD |
Not implemented |
|
39 |
TBD |
TBD |
Not implemented |
|
40 |
TBD |
TBD |
Not implemented |
|
41 |
TBD |
TBD |
Not implemented |
|
42 |
TBD |
TBD |
Not implemented |
|
43 |
TBD |
TBD |
Not implemented |
|
44 |
TBD |
TBD |
Not implemented |
|
45 |
TBD |
TBD |
Not implemented |
|
46 |
TBD |
TBD |
Not implemented |
|
47 |
TBD |
TBD |
Not implemented |
|
48 |
TBD |
TBD |
Not implemented |
|
49 |
TBD |
TBD |
Not implemented |
|
50 |
TBD |
TBD |
Not implemented |
|