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Phase-Design
Updated Nov 17, 2011 by ZTurtleMan

Turtle Arena "to do"s. This is a list of ideas (which should be moved to the issue tracker). For more "to do"s see the road map and issue tracker.

engine

Weapons (and attacking)

  • TODO: Add a option to weapon group info to hold a weapon upside-down? (affect rendering and damaging)
  • TODO: Add attack movement flags? Stop, cut speed in half, double speed, turn right?, etc.
  • TODO: Remove code for tag_hand_primary/secondary and just use tag_weapon/flag ?
    • Logic-wise tag_hand_* make more sense, but I still support tag_weapon/flag (My players use tag_weapon/flag ...)
  • TODO: Add PD_CUSTOM projectile death type
    • pdModel (string), pdShader (string), pdSprite (bool), pdDuration (int), pdLight (int) (vec3), pdExpBase (int), pdExpAdd (int), pdExpOnPlayer (bool)
    • pdExpOnPlayer would set whether or not to explode on players in CG_MissileHitPlayer
  • TODO: Add PT_CUSTOM projectile trail type.
  • TODO: Per-weapon run animations (Support LEGS_*, BOTH_*, and TORSO_*)
    • Idea for supporting TORSO_*
      • PM_ContinueAnim(run);
      • If (!(animationsrun.prefixType & AP_LEGS)) PM_ContinueAnim(LEGS_RUN);

Single Player

  • STARTED: Savegames for single player.
  • STARTED: Have a completed game menu/screen.
    • sp_complete and sp_gameover

UI

  • TODO: Remake UI/HUD using Quake III: Team Arena menu scripting?

Teamplay

  • TODO: Data: Update flag skins for new default teams
  • TODO: Per-team flag skins? (Team icon is on flag skin)
    • Would a shader remap work?
  • TODO: Have a extra team. (Currently needed for missionpack ui, though I could probably fix it so it isn't needed.)

New Entities

  • TODO: Add misc_bubbles entity.
  • TODO: Add misc_dripper entity.

Bots

  • TODO: Support bots using func_use (use via holdable item button)

Entities

  • TODO: Improve misc object physics. (Use code from Q3Rally? bg_physics.c/h)

NiGHTS mode

  • STARTED (NIGHTSMODE): NiGHTS into Dreams mode.
  • TODO: Use different model for player when in NiGHTS mode.
  • TODO: NiGHTS HUD mode, check for nights_start to see if level is a NiGHTS level to use NiGHTS HUD.
  • TODO: When player is in bonus time, change blue sphere to golden (change model/skin and icon).
  • Data: TODO: Add models for star item.
  • TODO: Have NiGHTS-like link score plums? or just use floating numbers like quake3?
    • Supported by game, just needs cgame code and graphics.

Misc

  • TODO: Add optional run animations for torso.
  • STARTED (TA_PATHSYS): Finish new path system "g_paths.c" for NPCs
  • TODO: Support path_axis (orbit around ent), base on TR_SINE?
  • TODO (TA_PATHSYS): Modify G_SetupPath to allow starting at either end and in the middle of any path.
    • (If there is a super smash bros. level, we need to be able to spawn players in the middle of path.)
  • TODO: Support models/players/NAME/animsounds.cfg used in STV:Elite Force (SP) (Also used in Jedi Knight 2) ?
    • Started see bg_sound_t and Sounds_Parse; it is similar to animsounds, but different.
    • It currently doesn't load sounds and is for NPC and misc objects only.
  • TODO: Support focusing on 4 players with one camera, for a local 4 player game (splitscreen would be optional).
  • TODO: Improve camera system.
    • DONE: Controls for moving chase cam (left, right, up, down)
    • (NiGHTS: Journey of Dreams) Move camera if holding 'z' and move analog stick, can't look around while moving
    • BETTER(not done?): When moving the camera around the player, focus on the player. (Like in NiGHTS: Journey of Dreams)
  • TODO: STARTED(TURTLEARENA // LOCKON): When attacking a player (or NPC) focus on them? (Like LoZ:TP 'z' target lock-on)
  • TODO: Merge Quake3 bot chat and Team Arena voice chat systems?
    • base/botfiles/bots/raph_t.c hold the "Q3 bot chats" for non-teamplay (Team-only Team Arena players have dummy files)
    • base/botfiles/teamplay.h holds the "Q3 bot chats" for teamplay
    • base/scripts/male1.voice Team Arena added voice chats that are only used in teamplay (Some are usable by both humans and bots)
    • Have everywhere that starts a "Q3 bot chat" use voice chats instead?
      • (Unless it uses vars and can't be a voice chat, like "whois")
    • TeamPlayIsOn() is used to check if in teamplay for which chats to use and stuff
    • (Turtle Arena allows 64 voice chat files, so we could allow bots to have custom chats)
  • TODO: Allow voicechat filename to be set in animations.cfg
  • TODO: Add support for using a single model for players.
    • Add support for animation blending for IQM.
  • TODO-after-above: Re-rig and reanimate players in Blender for single IQM? (and/or add IQM export to Maverick Model 3D?)
  • TODO: Allow setting splitscreen clients for joinning in Multiplayer Search menu?
    • Allows filtering out servers without enough player slots
  • TODO: Tell which clients are splitscreen players
    • Special icon on HUD?
    • Automaticly name splitscreen players (mainClientNamespilt#) and don't allow custom names?
  • TODO: Remove say, say_team, and tell for splitscreen clients?
  • TODO: Add support for starting splitscreen in 'single player' in q3_ui
  • Splitview mode for viewing multiple players online
    • Need someway to tell server which clients we want in splitview.
      • Probably a use a command, list clientNums, client names, or teams. (Like "splitview 1 john blue" for three splitview clients)
        • If teams are supported add a command for changing to next team member? Or automaticly cycle through team members?

Objects

Most of the mapobjects should be damageable.

  • TODO: Make more map objects
    • Clump of tall grass (Like in TMNT2: Battle Nexus (GC) level 2 and LoZ:TP)
    • Animated flower bud
    • Trees, bushes, flowers, tall-grasses
    • Traffic barrel, Traffic barricade (single slat and possibly others)
    • Fire hydrant, street light
    • street-signs (one-way, 3rd street, Stop, Yield, people crossing, speed limit)
    • Torch Flame, wall torches, etc
    • Lamps and other light things

Testing!

  • TODO: Test/use the "noise" and "random" waveforms that I copied from IOSTVEF.
  • STARTED (TA_HOLDABLE): Make shurikens/holdable-projectiles general like weapons groups.
    • (So they can be totally configured from .weap/.item, and add new ones)

Don't do? (Dead Ideas?)

  • TODO: Feet tags, for attack checking? And/or for attaching hoverboard to player?
  • TODO: Have Announcer use "voice chats" so that the text is printed as well as playing a sound.
    • TODO: Add option to disable Announcer voice and/or text
    • TODO: Have Announcer text shown in a comic-style naration box
  • TODO: Allow multiple Announcers? Have a cg_announcer cvar { "none", "male", "female", etc } to control voice chat file.
  • TODO-after-adding-ET_WEAPON: "Weapon Surface flags" so metal rubbing on metal makes sparks and stuff?
    • Guns too? (Running next to a wall and gun is touching wall make sparks and wall marks O.O; )
  • TODO: Throw shurikens with secondary hand, so can't with CTF flag? Have only one attack animation.
  • TODO-after-above: Must put secondary weapon away to throw shuriken, then get it back put?
    • So Don can throw shurikens sooner than Leo/Raph/Mike?
  • TODO: Per-triangle collision for player damage, use lowest LOD model or have a model special for collision?
    • Using a special model for collision we could use group names to set what part of player is hit,
    • so shell takes less damage, banndana tails takes no damage, etc. We could say where a player got hit like Smokin' Guns?...

Other

  • TODO: Make some sort of manual to tell how to play, control the player (using default controls). Have it be simple.
  • TODO: Portable (zip): Add a note (either on the website or in the readme) that removing the "settings/portable" file will make it use the normal user app data directory, i.e. $HOME/.turtlearena

Data

  • TODO: Have a intro video (video/intro.roq or ogm) before the menu.
  • TODO: Have shurikens in all multi-player maps? (Having them be part of standard gameplay?)

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