StendhalObjectives: Difference between revisions

From Arianne
Jump to navigation Jump to search
imported>MiguelAngelBlanchLardin
No edit summary
imported>MiguelAngelBlanchLardin
No edit summary
(No difference)

Revision as of 08:40, 11 November 2005

This documents wants to be a guide to understand what are stendhal's objetives and motivation, so we can try to achieve it in a easier way by doing only the simplest possible thing to make it work.

Goal

Our goal is to create a multiplayer game with several zones in which players can move, chat and fight. Fighting is to gain experience points that can then be spent on new equipment which will be available at shops on one of the zones where the city is located.

The main point on developing stendhal is to stress-test the engine so that we can identify black points and areas that need to be improved.

Please keep in mind that we want it simple, we want it fast and we want it now. Big complex features need to wait for the next iteration of the project.

Roadmap

Current version in development is: 0.40

Stage 6

This final stage refactor game to allow simple modding by other developers.

Release 1.00

  1. New GFX:
    1. Replaced Tilesets
    2. Replaced sprites

Stage 5

This stage introduce trading and economy into world and RPG rules. This stage create a global world into gameplay.

Stage 4

This stage mainly consists on adding items to gameplay and modify existing parts, GUI and RP, to allow the correct operation of items.

Release 0.40

  1. Add shops
  2. Add GFX sprites for combat
  3. Add new zones:
    1. Dungeon2Doc
    2. City
    3. Port

Release 0.31

  1. Fix bugs
  2. Complete GUI
  3. More maps

Stage 3

This stage should players to customize thier characters. It also improve the overall RPG experience, improve creature AI and improve the way of finding paths.

Release 0.30

  1. Add items
  2. Add follow on combat
  3. Add trade

Release 0.20

  1. Add character customization
  2. Improve GUI
  3. Add new zones:
    1. Harder and bigger dungeon
    2. Forest

Stage 2

This stage should provide initial AI support and introduce new entities into gameplay: sheeps, buyers, sellers, and other npcs. And of course, this stage adds monsters.

Release 0.11

  1. Give correct RP values to entities
  2. Code actions on server
    1. Heal
  3. Make bigger zones
  4. Implement algorithm to enter houses or things
    1. Houses
    2. Trees
    3. etc
  5. Improve GFX

Release 0.10

  1. Expand GUI to support these features.
  2. Implement RP rule system.
  3. Give correct RP values to entities
  4. Define actions that can be applied over entities.
  5. Define what happens on death
  6. Add GFX feeback for combat
  7. Add Wolf
  8. Better sheep movement

Release 0.03

  1. Add A*
  2. Fix collisions areas
  3. Add better Sheep movement and NPC interaction

Release 0.02

  1. Add basic AI framework
  2. Add NPC to server
  3. Allow interaction with NPC
  4. Create tasks for players
  5. Allow completion of tasks
  6. Fix collisions with objects

Stage 1

This stage, once we chose the Java2D platform, consists on allowing players to move, collide with world and chat with other players.

Release 0.01

  1. Complete missing points of 0.00
    1. Add a GUI to client
  2. Code actions on server
    1. Attack
    2. Chat
    3. Heal
  3. Add proper animation for actions
  4. Allow player move slower: add acceleration
  5. Make zone change more intuitive.
  6. Write proper maps based on design proposal
  7. Allow Player to use Mouse to:
    1. Move
    2. Inspect
    3. Attack

Release 0.00

Template:Released

Stage 0

This initial stage was not really released and just was an approach to model the client using different languages. We tried Python and Java2D.