XProger / OpenLara

Classic Tomb Raider open-source engine
http://xproger.info/projects/OpenLara/
BSD 2-Clause "Simplified" License
4.71k stars 364 forks source link

Roadmap #353

Open XProger opened 3 years ago

XProger commented 3 years ago

The fixed_updates_per_second branch was experimental for a while, it successfully recreated and tested the original control mechanics and interpolation between frames to achieve a smooth gameplay at a fixed 30 updates per second. The original mechanics completely fixes most of the current issues, but due to the fact that in TR2-5 the arsenal of weapons, the set of enemies and objects was significantly expanded, it became difficult to reproduce all their logic without significant deviations from the original behavior.

After 5 years of OpenLara development I decided to recreate the architecture and logic of the original engine as accurately as possible, relying on debug symbols, new accessible materials and my current experience in reverse engineering. Most of the OpenLara engine parts will be rewritten.

Goals

Roadmap

Milestone A

Milestone B

Milestone C

*After this milestone I will continue to make ports to other platforms in parallel (#15)

Milestone D1

*At this point we'll get stable TR1 support again with some great things

Milestone D2

Milestone D3

Milestone D4

Milestone D5

vvs- commented 3 years ago

Should we view that more as an idealized or simplified roadmap? That is we know that there is much in common between different TR versions, so it could be borrowed heavily from e.g. TR5 even at milestone A.

Another question should be about level of cooperation between all other projects of similar goals, e.g. TR1Main, TR2Main, TOMB5. I see that you consider it as a personal project. But I really think that such an enormous undertaking was not successful previously not the least because of development resources stretched too thin.

P.S. And I'm really confused by how TOMB5 was affected by TR source leak. It seems that it was likely abandoned but then continued by a different people and in a different place. A lot of work for uncertain reasons.

XProger commented 3 years ago

Of course it's simplified plan to show the main direction without any timelines. Many things might be changed or extended during the progress.

I'll add the Tomb Editor collaboration to the Milestone D1, thanks. The main branch support TR1-4 level formats and I already solve some pitfalls there, so it should be much easier to integrate other part in sequence... but it'll be difficult for me to start from TR5, AFAIK it has many hacks of the original engine.

TOMB5 was a great project and was not in vain. We learned a lot from it and those things will be reflected in OpenLara and other projects in the future not only TR-related.

KuestenKeks commented 2 years ago

regarding "Restore TR1 gameplay parts (Lara, objects, triggers, camera, enemies, weapons, inventory)":

Are the missing gameplay parts game breaking? Or can I still play through OpenLara from start to end?

Cheers and thanks for working on OpenLara! :)

XProger commented 2 years ago

@kscheel for now in the new engine most of the gameplay logic is missing starting from LEVEL3A. The main branch (old engine) has everything for TR1 and can be fully completed from start to end.

BielBdeLuna commented 2 years ago

is the new engine the fixed point code? or it will still feature floating point code?

bufalo1973 commented 1 year ago

Maybe it can't be done but, didn't TR (don't know which) and LoK share the engine? If it's the case, how about a Legacy of Kain compatibility as a future goal?

nickdalton81 commented 9 months ago

much respect and a big thank you for bringing my favorite game modern graphics and RT!! I am having a major issue I cant find a fix for currently. 1. made it to caves and tried loading the save, immediately freezes upon load up. freezes when you alt +enter fullscreen. if you have the time to respond to this I would greatly appreciate it. win 11/13900k/4090 all latest drivers.