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Battle for Polaris Roadmap

by on Nov.22, 2009, under Battle for Polaris, Development

This post contains the “roadmap” of future features to implement for upcoming versions, as of the release of 0.1 Alpha.

Completed Milestones

0.2 – Gameplay & Code

  • Major code tidy-up, commenting, namespaces, et cetera.
  • New, cleaner group purchase/deployment system
  • Gameplay balancing of ship/weapon types and the example scenarios.
  • Mission system and tutorials / instant action mode.
  • New ship types: probe and drone.
  • Homing missiles; weapon group system.
  • Click-selection of ship groups.
  • Quitting to menu, with confirmation dialogue.
  • Minor AI improvements (tweaks & stances affect whether move orders are ignored)

Planned Milestones

0.3 – Visuals & Content

  • Better-looking ship models – more variety.
  • Better-looking particle effects.
  • Better collision detection (use of hirerarchical bounding volumes for ships, stations, etc)
  • New ship types and weapon types; redesign of maps; gameplay balancing.
  • Sphere with ripple effect (shader) for ship shields on projectile impact.
  • Rotating planets and bodies.
  • A smaller version of the interface font.

0.4 – AI (Intermediate)

  • Some further code tidy-up and restructuring, particularly for the entity/body systems
  • Tweaks and improvements of the ship and group AI.
    • Type-specific collision avoidance – e.g. minor projectiles only dodged in Evasive/Passive stances.
    • Use above system also for friendly fire avoidance.
    • AI can select weapon groups.
    • Tweaks and improvements to target selection.
  • Tweaks and improvements of the strategic AI
    • Better action evaluation for purchasing – e.g. last-ditch purchasing, saving up
    • Add small random elements into pre-set AI
    • Improve, tweak and verify the abstract state.
    • Many minor improvements

0.5 Onwards (TBC)

  • 3D sound and background music
  • Dynamic group creation and arbitrary move orders via the mouse
  • More maps and scenarios; dynamic map layout & label positioning (instead of using config values)
  • Map editor mode
  • Automatic map generator
  • Story mode (full-featured mission system; communications/conversation system; docking; saving)
  • Predictive and adaptive strategic AI, achieved by finishing, testing and tweaking the Logic Engine
  • Networked multiplayer mode

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