TODO
A less organized but far more maintainable list of things being tracked as discrete elements to complete, design, refine or fix.
Features
- Damage:
- Damage Types+Resist (Debating if this is needless complexity or not..)
- Zone activity: Surprise treasure
- Proximity event tied to location or unit
- Zone atmosphere +/- effects
- Weather:overcast, cloudy, sunny/clear (could effect vision range)
- Day/night cycle: (could effect vision range)
- Deployable Items: Unit-creating consumable items activated from cargo to current location
- Effect emitters: deployables that apply effect to all surrounding units
- Player Profile page
- Attribute summary/bonuses: (skills, or other player-affecting attrs)
- Contacts, friends, blocklist management
- Account management
- (on hold single player per account) Manage Player(s), create, select/login, delete/archive
- Manage account
- Close/archive account
- Player management:
- Block (mail, chat)
- UI Enhancements:
- Controllable Base view tab layout
- Settings to control what tabs show in what columns
- Zone UI: drag/drop between loot cans and cargo
- Controllable Base view tab layout
- Facilities:
- Skill to increase max running jobs
- Tile Types
- Roads or rough terrain to modify speed
- Group
- On-zone squad, mechanics (a lot here potentially)
Refinements
- Market
- Provide greater detail row
- Sortable controls
- Player transaction log, record tax, fees in detail json
- Render key/values of detail in ui
- Item management (in Base):
- Split stack/quantity
- Full-pass Chassis/equipment pre-alpha design and balance:
- Define first full set of required equipments and chassis w/ numbers in balance
- Full-pass pre-alpha indy params balance
- Raw resource spawn rates, scarcity
- Consumption rates per product
- Facility inefficiency and tax
- Beam rendering refinements
- Account for center-of-mass (not origin of unit) as render src and target
- Flag or timed effects need time indicator
Bugs
- Fix: Load/unload ammo doesn't respect cargo size limits
- Ammo issues:
- enhance: allow loading of different ammo if compatible, unload existing, reset type if present
Development activity chart
This chart is a simple histogram of codebase changes overtime. It probably has little meaning, but I built a tool to generate it, so here it is. Overtime this will likely diminish as more work will be on art, assets, and database config and less lines of code. Which is a good thing, indicating earlier code is not constantly rewritten. Let's call that an aspirational goal on my part.