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DevelopmentRoadmap
Amazinite edited this page 2023-07-23 15:16:07 -04:00
Table of Contents
This page gives big-picture goals for what the game will include when it is "complete." It will probably be a year or more before we reach that point; for more details about changes that are planned for upcoming releases in the interim, look at the milestones page.
Goals for version 1.0.0:
Audio:
- Ambient noise on planets.
- Formats other than .wav.
- Higher quality sound effects.
- Better volume balancing of sound effects.
- Background music (adapting to what's happening in the game or what system you're in).
Graphics:
- Improved ship graphics (more detail; replace ugly models).
- Replace any particularly boring landscapes.
- Website "polls" for letting users mark graphics they don't like.
- More planet sprites.
- More special star types.
- Better space station sprites.
- Better space station landscapes.
- Fill in missing outfit sprites (for alien outfits).
User interface:
- Allow zooming map in or out.
- Allow zooming the main view independent of the UI zoom (and allow less than 100% zoom).
- When boarding a ship, allow choosing between repair and plunder.
- When boarding a ship, give control over how much fuel you transfer.
- Support for Unicode text.
- Add a "log book" with entries that are added to mark major story line events.
Universe:
- Fill the rest of the galaxy with various sized clusters of systems, with a jump drive needed to travel between them.
- More alien species.
- Random fluctuations in commodity prices.
Game Engine:
- Missiles using different tracking modes (optical, infrared, radar).
- Consider limiting how fast turrets can turn?
- Have disabled pirates pay you a bribe to patch them up and leave them alone.
- Reverse thruster support in the combat AI.
- More options for controlling escorts (tactical commands, hold secondary fire).
- Better AI for missile boats that run out of ammo.
- Weapons with salvo firing (must pause to reload for N seconds after M shots).
- Escape pods and other changes to support "hard core mode."
Missions:
- Two more main story lines.
- More side missions.
- Allow arbitrary condition expressions.
Plugins:
- Centralized website for all available plugins.
- Better support for total overrides.
- Viewing and editing a list of installed plugins.
- Show plugin about text for each plugin.
- Downloading new plugins in-game, from a website repository.
Internal:
- Make sure every class has introductory comments explaining what it is for.
- Regularize passing of pointers vs. references.
- More generic UI code to make it easier to alter the user interface.
Wiki Navigation
Gameplay
Community
Story
Contributing
- Help wanted
- Development Roadmap
- Art and storytelling style
- Quality Checklist
- Story Ideas
- Donations
- Development Vision
- Reviewing PRs
Content creation
- Creating plugins
- Creating missions
- Writing conversations
- Creating game events
- Creating new ships
- Creating person ships
- Creating outfits and weapons
- Creating shops
- Creating effects
- Creating systems and planets
- Creating system hazards
- Creating minable asteroids
- Creating planet sprites
- Creating map label sprites
- Creating spaceport news
- Creating governments
- Creating fleets
- Creating phrases
- Creating starts
- Creating text substitutions
- Editing interfaces
- Creating messages
- Player conditions
- Ship personalities
- Location filters
- Image formats
- Sprite animation parameters
Compiling or modifying the source code
Descriptions of game engine technology
This wiki is based on files at https://github.com/endless-sky/endless-sky-wiki. If you find any errors or omissions, or would like to suggest a change, please do so there.