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todo.md

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TODOs

v1.3

  • user accounts

    • persist games
    • maximum of 3 saved games
    • persist settings
    • leaderboards (highest, lowest score per playtime)
    • playtime of saved game (in real elapsed time, only count minutes)
    • upload avatar
    • site to browse saved games
      • simple forum
    • statistics
      • total X killed
  • game controls modal

    • volume controls
    • key remap
    • save preferences to account / localstorage

v1.4

  • friendly units show stats
    • indicator to show currently active wingmates (and their objectives)
    • activity indicator?
      • producing
      • repairing
      • manufacturing
      • developing
    • receiving damage = show health bars
    • manufacturing / refining = show progress bar

v1.5

  • improve + extend fighter AI
    • pilot characteristics
      • aggression level (proximity to target)
      • different attack patterns for different targets
      • self-preservation (health threshold before retreating for repair)
      • preferred weapon
    • land on spaceport
    • move to point and be at rest
    • retarget when current attackTarget is dead / objective met
    • avoid stars

v2.0

  • sectors are generated before game begins

    • retreat / advance / develop sector
  • strategic AI

    • combined arms
    • spearhead operations
    • logistically minded

Concepts for improving the game

Core Gameplay

  • unified UX model for game

  • radar not available when comm center is destroyed

  • upgrade PBase weaponry

  • upgrade structures to have shields

  • upgrade spaceport: spaceport 2 (larger)

  • show all options available to all ranks (but cannot execute if not high enough)

  • wingmen control

    • traits of pilots: antagonistic, neutral, submissive (will they listen to your commands?)
  • ammo supply freighter

  • repair ship

  • planets have finite resources?

    • resources regenerate at a linear rate?
  • Economy that matters

    • raw materials and finished materials need to affect gameplay (they do already but invisibly)
    • ordering construction of Fighters and Freighters, significantly affecting material supply
    • can run out of materials on planet
    • can move materials from one planet to another via freighter
    • freighter has 2 types of cargo:
      • finished materials (can be used for colonization)
      • raw materials (cannot be used for colonization, but can be used to supply)
  • galactic radar is ranged

    • update radius from comm centers (if < global coverage threshold)
    • completely covered if > 3 comm centers
    • localized Radar for immediate area around ship if no comm center
  • drop off ground forces (probes) to attack enemy planet facilities

    • ground forces cannot leave planet unless picked up
    • dedicated drop-ship unit
    • armies bounded to surface of a planet
  • structured strategic enemy AI (possibly use btrees here)

    • 1st order
      • move to point
      • move to point + maintain distance away from point (radius)
      • move, avoiding stars and planets
    • 2nd order
      • attack planet
      • attack enemy fighter
      • intercept enemy colonization attempt
      • retreat to nearest friendly planet
      • dock on friendly planet
      • dock on friendly spaceport
      • request backup
      • defend entity (move + maintain dist, + attack enemies within range)
      • seek unoccupied planets to land on
      • coordinated attack with fighters in groups
      • assign priority to targets

Persistence

  • save / load games
  • networked gameplay
    • sectors fought over (rooms)
    • factions
    • kill ratios
    • veterancy
    • leaderboard
    • heroku host?
    • firebase host?
  • Options screen + Custom key mapping
    • keyboard
    • gamepad calibration

Score

  • score tied to lifetime of pilot? (instead of full team)
  • add rank insignia

Display

  • health bars for units receiving damage
  • comm center provides radar galaxy (no functionality if destroyed!)
  • fix for higher-pixel density displays pixijs/pixijs#1841
  • vector win / loss symbols

Nebulous

  • special button when near non-friendly (but not hostile) planet

    • negotiate treaty
    • buy / sell resources
  • cloaking device

    • one time use (actively cloaked until ship is damaged or fires a weapon)
  • alien craft that is hostile to all factions?

  • more spacecraft

    • light fighter
    • escort guard
    • heavy fighter
    • assault carrier
      • long range cluster rocket attacks
    • capital ships
    • viral (T4) shaped ships
  • mercenary gameplay

    • bid / accept jobs
    • switch allegiances
    • become a pirate (gray color?)!
    • manage fleet
    • purchase / upgrade facilities
  • different mission objectives

    • raiding
      • steal weapon from enemy PLab
      • steal finished goods
    • vengeance
    • infiltration
      • hijack spaceport and use it to destroy planet facilities
      • land saboteurs on planet to reduce production
      • land saboteurs on planet to reduce production
  • asteroids / uninhabitable worlds

  • ability to destroy planets

Research

Similar games

Star control

Game UI blogs / repos

Software

  • re-organize HUD components that are shown in the 4 corners to be stackable (vs hard-coded X,Y)
  • webpack-bundle-analyzer to pare down dependencies
    • dependencies: especially pixi.js is not being tree-shaken correctly
    • use parcel instead?
  • profile funcs using most CPU time
  • find out how to reduce major GC events
  • use gpu.js for parallel ops