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development_milestones [2019-11-25 01:24] – created focusonfungamesdevelopment_milestones [2020-07-01 22:05] – [Wouldn't it be nice] focusonfungames
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 A note to potential Potioneers: this section contains spoilers for the thinking behind and the implementation of every aspect of Potioneer. Don't read any further than this paragraph if you want to come in cold (recommended). If you're a fellow dev or you want to help out with Potioneer or you're just curious where it's headed, then by all means, read on. A note to potential Potioneers: this section contains spoilers for the thinking behind and the implementation of every aspect of Potioneer. Don't read any further than this paragraph if you want to come in cold (recommended). If you're a fellow dev or you want to help out with Potioneer or you're just curious where it's headed, then by all means, read on.
  
-=== A note from lead Potioneer, John ===+=== A note from lead Potioneer ===
  
 Previously I had been using Trello to maintain my internal to-do list, but recently I've wanted to move away from relying on third-party and commercially-hosted solutions. I want to do things old-school, hosted by myself or the community. There's no reason why I can't use the wiki for this. And, it'll give you guys and girls (and everyone in between) a trusted and friendly place to go to get your Potioneer updates while it's in development. Welcome! Previously I had been using Trello to maintain my internal to-do list, but recently I've wanted to move away from relying on third-party and commercially-hosted solutions. I want to do things old-school, hosted by myself or the community. There's no reason why I can't use the wiki for this. And, it'll give you guys and girls (and everyone in between) a trusted and friendly place to go to get your Potioneer updates while it's in development. Welcome!
  
 ==== To do ==== ==== To do ====
-  * Organize game plants into groups for each biome (tree type 1 likes sandy areas, tree type 2 likes high mountains, etc.) +  * Dig hole in terrain 
-  * Grow trees organically using Unity's tree Branch Group: Length value rather than scaling model in all axes +  * Plant seed in newly created terrain hole 
-  * Grow plants organically by converting them from fixed models to procedurally generated stems with unique bulbs and flowers +  * Terrain hole fills in over time with no seed 
-  * Pick up whole trees in god mode +  * Terrain hole can be refilled with dirt to be considered a planted seed
-  * Place whole trees in god mode +
-  * Paths begin to form (terrain splatmap) on sections of grass which are walked on often (see: desire paths) +
-  * Implement all flora as part of Unity ECS/DOTS to eliminate game objects+
   * Record new trailer   * Record new trailer
-  * Scale player camera in prep for Shrink potion/mouse mode 
   * "Edge of the world" waterfall, like water falling off the edge of a table   * "Edge of the world" waterfall, like water falling off the edge of a table
   * Fix orientation of tools when picked up   * Fix orientation of tools when picked up
  
 +=== To do: plants ===
 +  * Finish import of Talle plant
 +  * Finish import of Swent plant
 +  * Create model for Lystvine plant
 +  * Create model for Giant Agaricus mushroom
 +  * Create model for Wame Root mushroom
 +  * Create model for Vane plant
 +  * Create model for Droo plant
 +  * Create model for Nelumbo plant
 +  * Create model for Squelch plant
 +  * Create model for Bloodcap mushroom
 +  * Create model for Flamevine plant
 +  * Create model for Blueseed plant
 ==== Complete ==== ==== Complete ====
 +  * Scale player camera in prep for Shrink potion/mouse mode
   * Replace VRTK with SteamVR 2.x Unity library (big job!)   * Replace VRTK with SteamVR 2.x Unity library (big job!)
   * Use SteamVR hands which contain the 31 bones used for poses with Knuckles and other controllers   * Use SteamVR hands which contain the 31 bones used for poses with Knuckles and other controllers
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   * Build complete list of all terrain textures (normal maps included)   * Build complete list of all terrain textures (normal maps included)
   * Reduce terrain texture sizes to improve download and performance   * Reduce terrain texture sizes to improve download and performance
 +  * Organize game plants into groups for each biome (tree type 1 likes sandy areas, tree type 2 likes high mountains, etc.)
 +==== Wouldn't it be nice ====
 +  * Grow trees organically using Unity's tree Branch Group: Length value rather than scaling model in all axes
 +  * Grow plants organically by converting them from fixed models to procedurally generated stems with unique bulbs and flowers
 +  * Pick up whole trees in god mode
 +  * Place whole trees in god mode
 +  * Paths begin to form (terrain splatmap) on sections of grass which are walked on often (see: desire paths)
 +  * Implement all flora as part of Unity ECS/DOTS to eliminate game objects
 +  * In-game camera to capture beautiful moments
 +  * Ability to place rivets like we do nails as a snap point for rope to hang canvas (think overhangs and awnings) [suggested by Polar on Discord]
development_milestones.txt · Last modified: 2023-08-03 03:24 by 127.0.0.1

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