Release planning: Difference between revisions
Clonkonaut (talk | contribs) Created page with "'''Task:''' A task is needed to fully support an existing object or to include its full prospected functionality. Tasks are mandatory for a release. '''Feature:''' Features in..." |
Clonkonaut (talk | contribs) mNo edit summary |
||
(3 intermediate revisions by one other user not shown) | |||
Line 2: | Line 2: | ||
'''Feature:''' Features include whole new aspects of gameplay and are as long as not declared a task of but lesser priority. Features themselves are ordered by priority. | '''Feature:''' Features include whole new aspects of gameplay and are as long as not declared a task of but lesser priority. Features themselves are ordered by priority. | ||
'' | ''Categories:'' Defines the area in which the task/feature has to be done; | ||
* http://www.openclonk.org/homepage/icon_graphics.png Graphics | |||
* http://www.openclonk.org/homepage/icon_script.png Script-code | |||
* http://www.openclonk.org/homepage/icon_engine.png Engine-code | |||
* http://www.openclonk.org/homepage/icon_design.png Conceptual | |||
* http://www.openclonk.org/homepage/icon_audio.png Music/sound | |||
Conceptual tasks are of course not mandatory for a release but indicate that until then a concept for the according feature should have been made. | Conceptual tasks are of course not mandatory for a release but indicate that until then a concept for the according feature should have been made. | ||
== Tasks == | == Tasks == | ||
=== Basements === | === Basements === | ||
http://www.openclonk.org/homepage/icon_design.png Clonk Rage featured nearly indestructible basements. In Peter's [[Settlement_Concept#Fundaments|Settlement Concept]] these kind of basements are planned for prospected fortified walls (like the castles in CR). | |||
Clonk Rage featured nearly indestructible basements. In Peter's [[Settlement_Concept#Fundaments|Settlement Concept]] these kind of basements are planned for prospected fortified walls (like the castles in CR). | |||
The idea behind production buildings is to have light and quick to construct structures. A basement of equal strength - even if the production buildings are weak and easy to destroy - counterproductive and can even lead to exploitation in melee games. | The idea behind production buildings is to have light and quick to construct structures. A basement of equal strength - even if the production buildings are weak and easy to destroy - counterproductive and can even lead to exploitation in melee games. | ||
However, a method to place your buildings more secure is just fair. Think of something! Wooden planks that can be destructed easily (with tools?) in parts? Material rectangles created below the construction like in Clonk 4? | However, a method to place your buildings more secure is just fair. Think of something! Wooden planks that can be destructed easily (with tools?) in parts? Material rectangles created below the construction like in Clonk 4? | ||
=== Cable reel === | === Cable reel === | ||
http://www.openclonk.org/homepage/icon_graphics.png 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. | |||
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. | |||
=== Elevator case === | === Elevator case === | ||
http://www.openclonk.org/homepage/icon_graphics.png Export and texture the elevator case here: [http://forum.openclonk.org/topic_show.pl?pid=3826#pid3826] | |||
Export and texture the elevator case here: [http://forum.openclonk.org/topic_show.pl?pid=3826#pid3826] | |||
Alternatively create a new model based on the criticism found after that posting. | Alternatively create a new model based on the criticism found after that posting. | ||
The case definition in Objects.ocd\Structures.ocd\Elevator.ocd\Case.ocd. | The case definition in Objects.ocd\Structures.ocd\Elevator.ocd\Case.ocd. | ||
Line 34: | Line 32: | ||
See [[Settlement_Design_Document#Chemical_Lab.2A|chemical lab in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Chemical_Lab.2A|chemical lab in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png A model for the lab. Matthias has begun with this. | |||
http://www.openclonk.org/homepage/icon_script.png 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. | |||
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. | |||
=== Oven === | === Oven === | ||
Line 47: | Line 41: | ||
See [[Settlement_Design_Document#Oven|oven in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Oven|oven in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png A model for the oven. Ringwaul has begun with this. | |||
http://www.openclonk.org/homepage/icon_script.png 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. | |||
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. | |||
=== Big Mushroom === | === Big Mushroom === | ||
'''Priority: Medium''' | '''Priority: Medium''' | ||
http://www.openclonk.org/homepage/icon_graphics.png Create a model (or maybe different ones) for the [[Settlement_Design_Document#Big_Mushroom|big mushrooms]]. Scripting is only a very minor task, copying the tree should suffice. | |||
Create a model (or maybe different ones) for the [[Settlement_Design_Document#Big_Mushroom|big mushrooms]]. Scripting is only a very minor task, copying the tree should suffice. | |||
=== Armory === | === Armory === | ||
Line 67: | Line 55: | ||
See [[Settlement_Design_Document#Armory|armory in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Armory|armory in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png A model for the armory. | |||
A model for the armory. | |||
A simple inclusion of the producer library. Assign the dedicated products to the armory. | http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the armory. | ||
=== Inventor's Lab === | === Inventor's Lab === | ||
Line 80: | Line 64: | ||
See [[Settlement_Design_Document#Inventor.27s_Lab.2A|inventor's lab in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Inventor.27s_Lab.2A|inventor's lab in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png A model for the inventor's lab. | |||
A model for the inventor's lab. | |||
http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the lab (balloon, tele glove). | |||
A simple inclusion of the producer library. Assign the dedicated products to the lab (balloon, tele glove). | |||
=== Shipyard === | === Shipyard === | ||
Line 93: | Line 73: | ||
See [[Settlement_Design_Document#Shipyard|shipyard in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Shipyard|shipyard in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png A model for the shipyard. Ringwaul has begun with this. | |||
A model for the shipyard. Ringwaul has begun with this. | |||
A simple inclusion of the producer library. Assign the dedicated products to the lab (airship). | http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the lab (airship). | ||
=== Cotton Plant === | === Cotton Plant === | ||
Line 106: | Line 82: | ||
See [[Settlement_Design_Document#Cotton_2|cotton in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Cotton_2|cotton in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png Make a little, fluffy bush of cotton. | |||
http://www.openclonk.org/homepage/icon_script.png Minor task. Behaviour is very similar to wheat, so script copying will suffice. | |||
Minor task. Behaviour is very similar to wheat, so script copying will suffice. | |||
=== Cotton === | === Cotton === | ||
'''Priority: Low''' | '''Priority: Low''' | ||
http://www.openclonk.org/homepage/icon_graphics.png Make a simple object graphic that cover a use as raw material (wooly) as well as seeds for new plants. | |||
Make a simple object graphic that cover a use as raw material (wooly) as well as seeds for new plants. | |||
=== Cloth === | === Cloth === | ||
'''Priority: Low''' | '''Priority: Low''' | ||
http://www.openclonk.org/homepage/icon_graphics.png A simple object, no scripting involved, only graphic. But alter the components of both the airship and the balloon to include cloth. | |||
A simple object, no scripting involved, only graphic. But alter the components of both the airship and the balloon to include cloth. | |||
=== Spinning Wheel / Weaving Loom === | === Spinning Wheel / Weaving Loom === | ||
Line 135: | Line 103: | ||
See [[Settlement_Design_Document#Spinning_Wheel_.2F_Weaving_Loom|spinning wheel / weaving loom in Settlement Design Document]] for a full description. | See [[Settlement_Design_Document#Spinning_Wheel_.2F_Weaving_Loom|spinning wheel / weaving loom in Settlement Design Document]] for a full description. | ||
http://www.openclonk.org/homepage/icon_graphics.png Pick one of the two alternatives or figure out a neat way to combine both devices. | |||
http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the building (cloth). | |||
A simple inclusion of the producer library. Assign the dedicated products to the building (cloth). | |||
=== General object hit === | === General object hit === | ||
'''Priority: Low''' | '''Priority: Low''' | ||
http://www.openclonk.org/homepage/icon_audio.png There are objects which are hard to fit into our hit sound scheme: rock hit / wood hit / metal hit (inexistant). | |||
There are objects which are hard to fit into our hit sound scheme: rock hit / wood hit / metal hit ( | |||
Make a general thunk sound. | Make a general thunk sound. |
Latest revision as of 15:51, 3 April 2012
Task: A task is needed to fully support an existing object or to include its full prospected functionality. Tasks are mandatory for a release. Feature: Features include whole new aspects of gameplay and are as long as not declared a task of but lesser priority. Features themselves are ordered by priority.
Categories: Defines the area in which the task/feature has to be done;
- http://www.openclonk.org/homepage/icon_graphics.png Graphics
- http://www.openclonk.org/homepage/icon_script.png Script-code
- http://www.openclonk.org/homepage/icon_engine.png Engine-code
- http://www.openclonk.org/homepage/icon_design.png Conceptual
- http://www.openclonk.org/homepage/icon_audio.png Music/sound
Conceptual tasks are of course not mandatory for a release but indicate that until then a concept for the according feature should have been made.
Tasks
Basements
http://www.openclonk.org/homepage/icon_design.png Clonk Rage featured nearly indestructible basements. In Peter's Settlement Concept these kind of basements are planned for prospected fortified walls (like the castles in CR). The idea behind production buildings is to have light and quick to construct structures. A basement of equal strength - even if the production buildings are weak and easy to destroy - counterproductive and can even lead to exploitation in melee games. However, a method to place your buildings more secure is just fair. Think of something! Wooden planks that can be destructed easily (with tools?) in parts? Material rectangles created below the construction like in Clonk 4?
Cable reel
http://www.openclonk.org/homepage/icon_graphics.png 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.
Elevator case
http://www.openclonk.org/homepage/icon_graphics.png Export and texture the elevator case here: [1] Alternatively create a new model based on the criticism found after that posting. The case definition in Objects.ocd\Structures.ocd\Elevator.ocd\Case.ocd.
Features
Chemical Lab
Priority: High
See chemical lab in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png A model for the lab. Matthias has begun with this.
http://www.openclonk.org/homepage/icon_script.png 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.
Oven
Priority: High
See oven in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png A model for the oven. Ringwaul has begun with this.
http://www.openclonk.org/homepage/icon_script.png 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.
Big Mushroom
Priority: Medium
http://www.openclonk.org/homepage/icon_graphics.png Create a model (or maybe different ones) for the big mushrooms. Scripting is only a very minor task, copying the tree should suffice.
Armory
Priority: Medium
See armory in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png A model for the armory.
http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the armory.
Inventor's Lab
Priority: Medium
See inventor's lab in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png A model for the inventor's lab.
http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the lab (balloon, tele glove).
Shipyard
Priority: Medium
See shipyard in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png A model for the shipyard. Ringwaul has begun with this.
http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the lab (airship).
Cotton Plant
Priority: Low
See cotton in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png Make a little, fluffy bush of cotton.
http://www.openclonk.org/homepage/icon_script.png Minor task. Behaviour is very similar to wheat, so script copying will suffice.
Cotton
Priority: Low
http://www.openclonk.org/homepage/icon_graphics.png Make a simple object graphic that cover a use as raw material (wooly) as well as seeds for new plants.
Cloth
Priority: Low
http://www.openclonk.org/homepage/icon_graphics.png A simple object, no scripting involved, only graphic. But alter the components of both the airship and the balloon to include cloth.
Spinning Wheel / Weaving Loom
Priority: Low
Dependent on cloth
See spinning wheel / weaving loom in Settlement Design Document for a full description.
http://www.openclonk.org/homepage/icon_graphics.png Pick one of the two alternatives or figure out a neat way to combine both devices.
http://www.openclonk.org/homepage/icon_script.png A simple inclusion of the producer library. Assign the dedicated products to the building (cloth).
General object hit
Priority: Low
http://www.openclonk.org/homepage/icon_audio.png There are objects which are hard to fit into our hit sound scheme: rock hit / wood hit / metal hit (inexistant). Make a general thunk sound.