Basics / Priorities
-
general project structure
- server and client binaries
- client state machine
- loading the config from arguments
- reactive threading
-
graphics
- text
- debug/dev gui (imgui)
- post-processing shader effects
- on the fly shader reloading
- rendering the world to a square view
- world coords to screen coords transform
-
networking
- local system
- LAN
- NAT punching
-
physics
- collision with walls
- soft-collision with furniture
- throwables
-
graphics
- line of sight
- static lights
- dynamic lights
- light/shadow/visibility check
-
sound
- ?
- scripting (?)
-
first actual gameplay - ARENA
- statically loaded levels from Tiled
- guns
- 1v1 over the network
- ...
Down the line
-
rough feature parity to Teleglitch
sight, lights, physics -
world generation
- ...
- navmesh calculation
-
NPC
- dumb swarmer
- melee
- gunner
- ...
-
interaction with the world
- doors
- light and switches
- throwable boxes
- ...
- ...
Far future
-
world generation
- sections
- section layout
- rooms
- hallways
-
0G movement
- fire extinguishers
- ...
- ...
- ...
- ...