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benblan

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)

Menus

  • 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

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