Relintai / broken_seals

An open source third person action RPG with multiplayer support.
MIT License
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TODO List #4

Closed Relintai closed 2 years ago

Relintai commented 3 years ago

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General


Animations

Animations - Technical

Animations


Characters


Models


Networking


Entities


Sounds


World

Generation

Technical

Buildings


Content Creation Tools

mesh_data_resource_editor

mat_maker_gd

( https://github.com/Relintai/mat_maker_gd ) A port of https://github.com/RodZill4/material-maker to work on the cpu, and inside the editor as a module. I already ported most of the shaders to gdscript. I'm adding this now as it's development is not that demanding, and I can mess with this during times where I wouldn't really be able to do much else.

Eventually turn it into an engine module once it works properly, and proven to be useful.


UI


Technical


Project


Documentation

Modules


Notes

Everything below this point are random ideas / things that might be needed in the future (Even though they have formatting that might make it seem otherwise.) This stuff needs to be cleaned up.

Random item /scene, prop, mesh etc/ spawning support for the prop system -> depends on how the room and building system will end up. Tooling for easy room creation -> currently I think a class that can tile walls with texture atlas textures + the prop system + an in engine editor for it should be enough (Basicly a spatial node that has 4 vertices, and it creates a tiled mesh with a given texture between those vertices + can be used and serialized to and merged from a prop, without node creation) Auto attack (I used to be against this, but not sure anymore. Thinking about it.) Maybe an alternate clothing system for npcs, so they don't need gear.

Finish pet support. Pet talents.

Later

Make the models by default naked. This is not that important for now (except for the weapons). Terraman raw chunk data serialization (For mostly other games). Mesh cache support for Terraman. (It could save generated meshes, and stuff like spawn data to the disk, instead of raw chunk data, since terrains aren't editable in this game.) Full world pre-generation option. (After the new world generator is finished, since It won't generate "infinite" terrains) Finish the mesh data editor plugin.

Togglable spells. (Auto attack, auto shoot etc)(?)

Fix Networking. Terraman networking support. (Just keeping the chunks loaded around all players serverside should be enough for now.) Doing these should be relatively simple after the world related things are finished. Like dungeons/buildings etc as these need some experimentation. AO fix/reimplementation for PropInstanceMerger. Vertex light fix/reimplementation for Terraman. Add random spawn support to the prop system. Controller support for spells. (It works by default, but need to have bindable custom modifiers to be usable. (Bindable custom shift, alt etc like keys.) Add a chat Add command support to the chat Add serverside commands Make the ui navigatable via the keyboard / controller ingame.

A music player that can play files from a folder. Could support dynamic music with subfolders. Like it could play music from a battle subfolder in combat etc.

"Stretchable" wall that serializes to and from props and creates a proper mesh grid on deserialization/in the editor. (They cold have 4 vertices -> they could use the portal editor. -> could be a setting. Also vertex snapping in editor maybe.) "Stretchable" wall with multiple textures. (Vector (tex) -> random/tiled -multiple way- order) Animation - emotes

PropInstanceMerger should use rooms and portals callbacks. Those callbacks doesn't yet work properly. Finish up EntitySpeciesInstance -> so entities can be customized -> like having different hair styles / faces / skin color etc Figure out a way to set up animation layers so running and casting at the same time works.

Implement world saves (Might be a good candidate for the 0.5 release):

Save which mobs get killed and don't spawn them back on chunk/dungeon reload. Implement character position save. Implement character position save even in a dungeon. Save all generated world data, so it won't have to be generated more than once. (Makes position saves easier.) Save all generated meshes aswell, and just load them if they exist. (Maybe this should be done after 0.4.) Have a way to reset the world. (Or have respawns on a timer.) (Or just respawn mobs after quitting.)


Other queued up stuff / stuff that I'm thinking about:

Create an asset store like editor plugin, which handles game modules. Should also save dependencies, and git commit hashes. Optionally implement this into the project setup script. Add more hooks to modules. Add optional init order priority for modules. Add module dependencies. Edit time hooks/init for modules. (?) - Would remove lots of complexity from game startup. - Could be awful for git and development though. - Will need to think. Zero conf modules would be preferrable. Take modules and put them into separate repositories. Specialized modules (?) (For example terrarin generation, ui, etc.)

Plug support for the prop system? PropDataMerger could have an api for this set_render_plug(PropDataPortal, bool). Setting up tiles like that however would be annoying. It might be simpler to have plugs in the building class, and that plugs up holes if the generator can't spawn a proper room. It should spawn end rooms when it can.

Fixes

Fix Networking. Voxelman networking support. (Just keeping the chunks loaded around all players serverside should be enough for now.)

Usability

Make Entities saveable with scenes. (Mostly done, should only need fixes.) Entity spawner prop for voxelman. Voxelman different per channel size support. (maybe) A terrarin engine like voxel mesher for voxelman. (it could operate on a for example 16x16x1 array.) A terrarin engine like water support for voxelman. A terrarin engine like editor tools for voxelman. Improve the voxel editors. Fix VoxelMesherCubic. Editor tools for VoxelMesherCubic. Implement hide option for voxel faces. Editor tools for voxel lights. Prop toolbar. Fix save issues with the procedural animations module. Or maybe drop it? Ability to serialize meshes into chunks. Ability to export chunks with only mesh data. Ability to pre-bake everything into chunks. Ability for voxelman to save and load chunks automatically from files. The data editor plugin should probably be fixed/improved.

Other

Drop procedural generation(?) (Still not 100% sure.) Handcrafted content usually works better for rpgs. Could be done for a test project.

From the old issue: (Will be cleaned up soon.)


Classes

Fix/implement all of Naturalist's spells Add more talents for Naturalist Add more classes (at least 2 for now)


Models / animations

Add a human male model Make the human female model look less bad (Maybe) add more races Add / create animal models Create melee animations Implement melee attack animations (godot side) - Needs animation blending/layers too Add variations for the human


Outdoor props

Add a few basic props like trees, bushes, (maybe) flowers, fences etc. Create a few buildings. Maybe these could be procedurally generated using the prop system. This system could also do smaller outdoor "dungeons" like forts for example.


Level generation

Implement continent generation. Villages. More biomes. Add simple cave generation. (Should be easy compared to full dungeons.) Implement quests. Very simple quest generation.

Create a simple scenario / planet with a dungeon (Diablo 1 complexity should be enough for now (I mean a small town and a multilevel dungeon), especially since the class design/combat design needs to be kind of like... found). (I think I might be able to do the continent generator directly.)


Mobs Add wild animals (at least a few) Add mobs - camps, forts bandits etc - Fix mob turning


Items Basic crafting materials Basic weapons / clothes Starter items Maybe a few simple crafting recipes

Gameplay Need more experiments, both combat and the overall map design


Development quality of life (These would make creating models with the current style a breeze) Finish the mesh data resource editor addon. Not having to export bodyparts constantly would make life a lot easier. Editing models inside the world with the generated terrarin (with the ingame colors/look) would be cool aswell. ~Improve gdpose. Would make it simpler to mess with animations, as with the current workflow you can't see the final model in blender, only a skeleton.~ Turns out the skeleton editor backport already works quite well, added it as a patch.


Later

Dungeons (Can easily be a goal for 0.5. Especially if the continent generation works out. They will still require lots of work, even though Voxelman already supports them. Unfortunately right now the core is better equipped to work with an overworld.)

A few basic dungeon props (Can't tell exactly yet, depends on the dungeon generator) Create an okay dungeon generator. (Probably) A new voxel mesher that works like VoxelMesherBlocky, but also uses isolevel. Try vertex displacement based on a global noise (per mesher). This might make everything look more organic. Empty voxel. A voxel type that makes Voxelman skip generating it's mesh. Mobs for the dungeons.


Networking Fix Networking Maybe a client should receive terrarin data from the server. This would make the terrarin editable serverside. It would also reduce client only computation.

Is shouldn't be that hard to fix, but it will need some work. Can probably wait until the game is actually somewhat playable.


Development quality of life (These would make creating models with the current style a breeze) Implement vertex edit mode for skeletons -> Depends on the mdr editor addon. (Not as important, not having to export after every change is the real time save) Finish, and port math_maker_gd to c++. (Not as important)

Relintai commented 2 years ago

Now this is going to be tracked directly in the repo. ( https://github.com/Relintai/broken_seals/blob/master/TODO.md )