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GLtron - Project plan
Here's the roadmap towards version 1.0. Note that the release dates are
only optimistic guesses .
0.80 (scheduled end of March 2004)
Definitely
- more aggressive AI
- loading of arbitrary level geometry
- reflections on the floor
- HUD
Maybe
- hole in the wall (escape the arena to win)
- integration of models into 'levels/artpacks'
- GUI enhancements (mouse support)
- GUI enhancements (better setup for configuring/starting games)
- shadow volumes
- HDR effects (glow, lense flares)
0.90 (scheduled end of August 2004)
Definitely
- hole in the wall (escape the arena to win)
- integration of models into 'levels/artpacks'
- floor/wall bump mapping
- shadow volumes
Maybe
- team based gameplay
- GUI enhanvements (mouse support)
- GUI enhancements (better setup for configuring/starting games)
- Smart camera that rotates around a bit
- Replay
- high poly lightcycle
- bump+env mapped lightcycle
- HDR effects (glow, lense flares)
1.0 (scheduled Christmas 2004)
Definitely
- LAN play
- team based gameplay
- GUI enhanvements (mouse support)
- GUI enhancements (better setup for configuring/starting games)
Maybe
- HDR effects (glow, lense flares)
- high poly lightcycle
- bump+env mapped lightcycle
Old stuff
Everything below this is old stuff. If you're interested in
adding stuff to GLtron beyond the list of items mentioned above,
you'll find some ideas here
User Interaction / Visuals
In this section I try to cover everything concerning user interaction.
Visuals like camera movement and additional on-screen information
are considered part of it.
- Some online help.
E.g. a listing of keyboard settings. Maybe rollover-explanations
for the menu items.
Game play
Well, the rules.
- Slowly disappearing trails.
To make the games a bit longer, and allow for more maneuvring space in the
center of the arena, the trails could disappear at half to lightcycles speed.
- Different levels with different missions.
Examples: Destroy all players. Make it through the maze. Race.
- Power-ups.
There are of course, tons of possibilities for power-ups, but as for
anything in the category, do more complicated rules make a better game?
Obviously, I'm not a fan of the Action-Quake mod :-)
- real 3D environments.
Hills, tunnels? Nah....
- Different scoring system.
Add a counter that shows you how many games you won, and how many times
you crashed. Show a quake like ranking.
Eye candy
The title says it. You could play as well without it, and you have to turn
off some stuff on weaker machines, but it makes the game more fun to look
at.
- Intro cinematics.
I got a lot of proposals for intro cinematics.
Audio
Everything that makes noise.
- More varity.
Each map should have a different soundtrack. A cool ambient soundtrack
for the menu would be nice.
[ Home ]
[ Download ]
[ Development diary ]
[ Artpacks ]
[ Screenshots ]
[ Documentation ]
[ Frequently asked questions ]
[ Plans, possible improvements ]
[ Developer information ]
[ Links ]
forum (hosted by sourceforge)
Hosted by Sourceforge