StendhalObjectives: Difference between revisions
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Revision as of 08:16, 11 January 2006
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, use skills and fight. Fighting is to gain experience points and money 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
In order to achieve the best of each iteration we have split the project development in seven big achievements.
Stage 6
This final stage refactor game to allow simple modding by other developers.
Release 1.00
- New GFX:
- Replaced Tilesets
- Replaced sprites
- Sound system
Stage 5
This stage introduce trading and economy into world and RPG rules. This stage create a global world into gameplay.
Release 0.80
Release 0.60
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 0.50
- Add range combat
- Add magic system
- Add more zones:
- Surroundings of Semos
- Surroundings of Ados
- River
- Dungeons
- Add new items
- Add new creatures
Release 0.40
- Add shops
- Add items:
- Weapons
- Armors
- Shields
- Helmets
- Food
- Money
- Misc.
- Add stackable items, like coins, food, etc.
- Player inventory and bag
- Add GFX sprites for combat
- Add new zones:
- Dungeons
- City
- Port
- Administrator commands
- XML data files for:
- Items
- Creatures
Release 0.31
- Fix bugs
- Complete GUI
- 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
- Add items
- Add follow on combat
- Add trade
Release 0.20
- Add character customization
- Improve GUI
- Add new zones:
- Harder and bigger dungeon
- 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
- Give correct RP values to entities
- Code actions on server
- Heal
- Make bigger zones
- Implement algorithm to enter houses or things
- Houses
- Trees
- etc
- Improve GFX
Release 0.10
- Expand GUI to support these features.
- Implement RP rule system.
- Give correct RP values to entities
- Define actions that can be applied over entities.
- Define what happens on death
- Add GFX feeback for combat
- Add Wolf
- Better sheep movement
Release 0.03
- Add A*
- Fix collisions areas
- Add better Sheep movement and NPC interaction
Release 0.02
- Add basic AI framework
- Add NPC to server
- Allow interaction with NPC
- Create tasks for players
- Allow completion of tasks
- 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
- Complete missing points of 0.00
- Add a GUI to client
- Code actions on server
- Attack
- Chat
- Heal
- Add proper animation for actions
- Allow player move slower: add acceleration
- Make zone change more intuitive.
- Write proper maps based on design proposal
- Allow Player to use Mouse to:
- Move
- Inspect
- Attack
Release 0.00
- Code first server logic
- Implement a client that render the background
- Add a GUI to client
- Split pixel units of arianne units
- Add static Game objects to client
- Add static objects on server map.
- Create accesibility map for server and client ( 0 free, 1 blocked )
- Code collision detection system knowing that:
- Tiles can be of any
- Sprite can be of any size
- Bounding boxes is enough
- Add collision detection to server
- Add dynamic game objects to client
- Implement rendering system where sprite center is not 0,0 but any other defined by user.
- Allow player to send actions
- Refactor code for sending actions to server
- Code actions on server
- Move
- Chat
- Change zone
- Test change zone action
- Code actions in client
- Add animations to sprites
- Expand GUI to support these actions
- Add proper animations for actions
- Screen follows character smoothly
- Create build.xml file for allowing Stendhal to be compiled
- Create automatic method of building 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.