One level is designed to take about 2 weeks but generally it counts that it's done when it's done - if we finish earlier we advance to the next level earlier. A level doesn't have to end in an update, in fact we will probably have several levels in which we make the game ready for a release (polishing, bugfixing). For fun and recognition we will name each level ;-)
Engine, script, text, graphics
Level 1
The goal of our first level is to round up the bits we need for a proper basic settlement scenario. This will probably still be topic for the next level, but the aim is to move on to making possible settlement scenario design (f.e. blood crystal) as quick as possible. This level doesn't include too much engine tasks because most of our engine coders currently have their own projects that they are working on (Peter: highres, Günther: c4script engine, Sven2: control assignment) that wouldn't make sense to include in the todos for settlement.
Elevator
Texture the elevator case - will be done by Newton
Objects.ocd/Items.ocd/Tools.ocd/CableReel.oc
d) is heavily used even in the first scenarios but it lacks a proper graphic. Oven
Model and texture for the oven/kitchen. Matthiashas begun with this on base of Fungiforms sketch.
A simple inclusion of the producer library. Assign the dedicated products to the oven. The oven is a mere extra feature in gold rush, so no specific balancing is necessary.
Chemical laboratory
A model for the lab. Matthias has begun with this.
A simple inclusion of the producer library. Assign the dedicated products to the lab, remove the callbacks assigning them to the tools workshop. See that the player is fully able to construct a lab in gold rush.
Descriptions in menus
UsageHelp
or similar before. For example the dynamite bar: UsageHelp="Press [Use] to ignite. After it has been ignited, aim into the direction you want to place it and press [Use] again." as opposed to Description="Basic explosive for mining"C4D_MouseSelect
after a delay of ~1s. The text displayed shall be the Description
-property of the object.Enable descriptions for menu items in circle menus
(optional) engine-callbacks for
C4D_MouseSelect
-objects on hover mouse in/mouse out instead of FindObject on each mouse movement.Polish ringmenus/menus
(optional) change ringmenu to be more like mouse gestures again: make deadzone (close button) smaller, add more tolerance towards the outside border
(optional) enchance d&d functionality
High resolution
(optional/prototype?) With the first settlement rounds moving in our scope, a proper fog-of-war would add as a really interesting and central game element
I will do the texture for the elevator cabin.
I asked Ringwaul by mail to commit his work in progress of the oven and the shipyard to the resources repository.
I hereby license the following file(s) under the CC-by license
> The cable reel (Objects.ocd/Items.ocd/Tools.ocd/CableReel.ocd) is heavily used even in the first scenarios but it lacks a proper graphic.
Outdated with Zapper's changes to the power system. Cable reels are gone for now.
> (optional) add possibility to make menus not-closeable (callbacks something like: RejectClose, OnClosed)
And apply to the weapon chooser menu in all melee scenarios.
> (optional) engine-callbacks for C4D_MouseSelect-objects on hover mouse in/mouse out instead of FindObject on each mouse movement.
The engine side of this has been implemented. There is now a global callback:
func MouseHover(int player, object old, object new, object drag)
> (optional) engine-callbacks for C4D_MouseSelect-objects on hover mouse in/mouse out instead of FindObject on each mouse movement.
Done by ck, boni and me.
MouseHover
() function in the code, only OnMouseOver
, OnMouseOut
. Did you implement it differently after all? Is there anything left to be done? F.e. I see that the ContentsMenuController doesn't implement the OnMouseOverItem
method - so the showing-descriptions would be still open to do?
> (optional) change ringmenu to be more like mouse gestures again: make deadzone (close button) smaller, add more tolerance towards the outside border
Since the backpack was replaced anyway, this doesn't matter anymore.
> (optional) enchance d&d functionality
I think this was done.
And I think Matthias doesn't do the chemlab anymore. He gave up on the kitchen.
> He gave up on the kitchen.
Huwhat! I was sure my part on the kitchen was done? You asked for the model because ringwaul wanted to texture it, and I send it to you because hg drove my crazy with well-places lumps of sheer stupidity. Otherwise, unfortunately, my free time once again ran into the basement and hid between all my boxes of work.
> I was sure my part on the kitchen was done?
Oh right, sorry, my bad. I forgot that the modelling was finished.
So, yes, it's stuck at Ringwaul now, awaiting textures.
Any progress on the chemical lab and oven? Last thing I know is that Matthias was on it.
Here's your update on the progress:
I have just persuaded Matthi to upload the kitchen and fungiform's sketches for the chemlab. The kitchen only needs texturing. The backpack TODO is basically outdated because boni made the backpack menu obsolete in the Controls branch. Question is what we do now if we wait or not.
Tooltip stuff isn't touched.
>Any progress on the chemical lab and oven? Last thing I know is that Matthias was on it.
I was planning to texture Matthi's kitchen/oven model, but am waiting on the upload. I also am working on another project though, so I don't expect Matthi to hastily upload an unfinished model. ^^
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