Difference between revisions of "Roadmap"

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Line 1: Line 1:
 
===0.1:===
 
===0.1:===
  
Basic galaxy map  
+
'''Completed'''
Splash screen / save game / load game  
+
 
Basic planet screen  
+
*Basic galaxy map  
Automated combat resolution  
+
*Splash screen / save game / load game  
Fleet movement and capturing of planets & star systems  
+
*Basic planet screen  
 +
*Automated combat resolution  
 +
*Fleet movement and capturing of planets & star systems  
 
   
 
   
 
===0.2:===
 
===0.2:===
  
Galaxy generation routines (passed - drekmonger)  
+
'''Currently being coded'''
Basic economy model / planet classification (passed - Aquitaine)  
+
 
(includes precise numbers for mineral & nutrient production)  
+
*Galaxy generation routines (passed - drekmonger)  
Population growth model & population cap (to be passed)  
+
*Basic economy model / planet classification (passed - Aquitaine) (includes precise numbers for mineral & nutrient production)  
Incorporation of nutrients and minerals and some manner in which minerals will feed industry  
+
*Population growth model & population cap (to be passed)  
Starlanes  
+
*Incorporation of nutrients and minerals and some manner in which minerals will feed industry  
Stockpiles (if we'll have them)  
+
*Starlanes
Environmental preferences (although as there are no races, everyone will have the same preferences for several versions)  
+
*Stockpiles (if we'll have them)  
Basic Planet Specials (model for how specials will work; perhaps specials that affect resources)  
+
*Environmental preferences (although as there are no races, everyone will have the same preferences for several versions)  
 +
*Basic Planet Specials (model for how specials will work; perhaps specials that affect resources)  
 
   
 
   
 
===0.3===
 
===0.3===
Buildings model  
+
 
Secret Projects (add projects as we add more features)  
+
'''Currently being designed'''
Tech tree beginning: the current plan is to establish all of the empire-level tech stuff before we do any tactical-level stuff (so we'll have the tech tree for everything up to this point completed before we start in on anything else). This plan may be a little more 'boring' than tackling combat and governments and all that at once, but I'm convinced that we need to do the tech tree in a gradual, deliberate manner.  
+
 
 +
*Buildings model  
 +
*Secret Projects (add projects as we add more features)  
 +
*Tech tree beginning: the current plan is to establish all of the empire-level tech stuff before we do any tactical-level stuff (so we'll have the tech tree for everything up to this point completed before we start in on anything else).  
 +
 
 +
This plan may be a little more 'boring' than tackling combat and governments and all that at once, but I'm convinced that we need to do the tech tree in a gradual, deliberate manner.  
 
   
 
   
 
===0.4===
 
===0.4===
  
Space combat model  
+
*Space combat model  
Ship design model  
+
*Ship design model  
Tech tree for both of the above  
+
*Tech tree for both of the above  
 
   
 
   
Ground combat is under discussion -- some people want to do ground combat alongside space combat. Personally, I'd rather do ground combat later, not because I want to give it less attention, but because I don't want to split our programming team up at this point -- v0.4 will be the next make-or-break point after v0.1 for FreeOrion, and I don't want to overwhelm the programmers or the artists or the FX and music folks. So consider this official word that I've recognized how important ground combat is to everyone and that I want to make sure it gets its due, and that my current means of accomplishing that is to do it after space combat.  
+
Ground combat is under discussion -- some people want to do ground combat alongside space combat. Personally, I'd rather do ground combat later, not because I want to give it less attention, but because I don't want to split our programming team up at this point -- v0.4 will be the next make-or-break point after v0.1 for FreeOrion, and I don't want to overwhelm the programmers or the artists or the FX and music folks. So consider this official word that I've recognized how important ground combat is to everyone and that I want to make sure it gets its due, and that my current means of accomplishing that is to do it after space combat.  
 
   
 
   
 
===0.5===
 
===0.5===
  
Diplomacy model (large debate regarding how much -- if any -- of an EU2-esque diplo model we want)  
+
*Diplomacy model (large debate regarding how much -- if any -- of an EU2-esque diplo model we want)  
Tech tree update - Diplomacy  
+
*Tech tree update - Diplomacy  
 
   
 
   
Considerable AI work around the Diplomacy model, so let's not load anything else on the programming team for v0.5  
+
Considerable AI work around the Diplomacy model, so let's not load anything else on the programming team for v0.5  
 
   
 
   
 
===0.6===
 
===0.6===
  
Ground combat (::cheers::)  
+
*Ground combat (::cheers::)  
Tech tree update - Ground combat  
+
*Tech tree update - Ground combat  
 
   
 
   
 
===0.7===
 
===0.7===
  
Espionage  
+
*Espionage  
Space Monsters  
+
*Space Monsters  
Random Events  
+
*Random Events  
Tech tree update - Espionage  
+
*Tech tree update - Espionage  
 
   
 
   
 
===0.8===
 
===0.8===
  
Governments (we've already settled on an SMAC-style government model, but we'll hold off on actually finalizing governments until v0.8)  
+
*Governments (we've already settled on an SMAC-style government model, but we'll hold off on actually finalizing governments until v0.8)  
Leaders  
+
*Leaders  
Races & Race picks  
+
*Races & Race picks  
Tech tree update - governments, race-specific picks  
+
*Tech tree update - governments, race-specific picks  
 
   
 
   
 
===0.9===
 
===0.9===
  
Game balancing, extensive playtesting. this will be an alpha release geared towards playability.  
+
*Game balancing, extensive playtesting. this will be an alpha release geared towards playability.  
Translation of game content into officially supported languages. Which languages these are will depend on who volunteers to translate.  
+
*Translation of game content into officially supported languages. Which languages these are will depend on who volunteers to translate.  
 
   
 
   
 
===1.0 - Final Release===
 
===1.0 - Final Release===
  
Polish. Editing everything for grammar and spelling (content) and readability (code). Final graphic, FX, and music work. Ideally, there should be no new features in v1.0. If there are, v1.0a will be released and thoroughly tested before we announce the v1.0 release.  
+
*Polish. Editing everything for grammar and spelling (content) and readability (code). Final graphic, FX, and music work. Ideally, there should be no new features in v1.0. If there are, v1.0a will be released and thoroughly tested before we announce the v1.0 release.  
 
   
 
   
The roadmap after v1.0 will involve champagne.
+
The roadmap after v1.0 will involve champagne.

Revision as of 02:10, 9 May 2004

0.1:

Completed

  • Basic galaxy map
  • Splash screen / save game / load game
  • Basic planet screen
  • Automated combat resolution
  • Fleet movement and capturing of planets & star systems

0.2:

Currently being coded

  • Galaxy generation routines (passed - drekmonger)
  • Basic economy model / planet classification (passed - Aquitaine) (includes precise numbers for mineral & nutrient production)
  • Population growth model & population cap (to be passed)
  • Incorporation of nutrients and minerals and some manner in which minerals will feed industry
  • Starlanes
  • Stockpiles (if we'll have them)
  • Environmental preferences (although as there are no races, everyone will have the same preferences for several versions)
  • Basic Planet Specials (model for how specials will work; perhaps specials that affect resources)

0.3

Currently being designed

  • Buildings model
  • Secret Projects (add projects as we add more features)
  • Tech tree beginning: the current plan is to establish all of the empire-level tech stuff before we do any tactical-level stuff (so we'll have the tech tree for everything up to this point completed before we start in on anything else).

This plan may be a little more 'boring' than tackling combat and governments and all that at once, but I'm convinced that we need to do the tech tree in a gradual, deliberate manner.

0.4

  • Space combat model
  • Ship design model
  • Tech tree for both of the above

Ground combat is under discussion -- some people want to do ground combat alongside space combat. Personally, I'd rather do ground combat later, not because I want to give it less attention, but because I don't want to split our programming team up at this point -- v0.4 will be the next make-or-break point after v0.1 for FreeOrion, and I don't want to overwhelm the programmers or the artists or the FX and music folks. So consider this official word that I've recognized how important ground combat is to everyone and that I want to make sure it gets its due, and that my current means of accomplishing that is to do it after space combat.

0.5

  • Diplomacy model (large debate regarding how much -- if any -- of an EU2-esque diplo model we want)
  • Tech tree update - Diplomacy

Considerable AI work around the Diplomacy model, so let's not load anything else on the programming team for v0.5

0.6

  • Ground combat (::cheers::)
  • Tech tree update - Ground combat

0.7

  • Espionage
  • Space Monsters
  • Random Events
  • Tech tree update - Espionage

0.8

  • Governments (we've already settled on an SMAC-style government model, but we'll hold off on actually finalizing governments until v0.8)
  • Leaders
  • Races & Race picks
  • Tech tree update - governments, race-specific picks

0.9

  • Game balancing, extensive playtesting. this will be an alpha release geared towards playability.
  • Translation of game content into officially supported languages. Which languages these are will depend on who volunteers to translate.

1.0 - Final Release

  • Polish. Editing everything for grammar and spelling (content) and readability (code). Final graphic, FX, and music work. Ideally, there should be no new features in v1.0. If there are, v1.0a will be released and thoroughly tested before we announce the v1.0 release.

The roadmap after v1.0 will involve champagne.