Roadmap
From OpenArena
This is the current, incomplete roadmap of OpenArena
Contents |
finished
0.5 (released, done)
- Get all engine binaries compiled with the latest ioq3 source (win32 ioq3 rev 833 is done, waiting for Mac OS X PPC/Intel and linux x86 and 64bit binaries)
- Get oa_bubctf1 working with textures and compile
- New machinegun texture
0.6 (done!)
- (done) Complete the gargoyle mesh
- (it's a skin instead; model out of plans) New machinegun model
- (done) make sure every weapon gets a skin and a proper muzzleflash (Lightning gun, rocket launcher, gauntlet, railgun, bfg, plasma)
- (done) every weapon and player model should have _1 and _2 LOD meshes (Blender 2.42a's merge collapse feature works great with edges and makes the process fun imo)
- (done) Start two more characters on the PlayerMDL list
- (done) Make new weapon sounds for Grenade Launcher, Plasma Gun, Lightning Gun, BFG, Railgun
- (done) Gargoyle sounds
- (done, cbctf1) New CTF map
- (done) Fix the references to "Quake3" (i.e. baseq3 > baseoa, ioq3 > iooa, etc)
0.7 (Done!)
- Tribute to Quake - convert, retexture and recompile all of Quake's GPL'd DM maps
- DM1 : Done by dmn_clown
- DM2 : Done by dmn_clown
- DM3 : Done by dmn_clown
- DM4 : Done by dmn_clown
- DM5 : Done by dmn_clown
- DM6 : Done by dmn_clown
- DM7 : Done by sago
- "Train" CTF level (couldn't make it in)
- Tropical islands CTF level
- All mapmodels finished (ok this was vague since there is no list. oops)
- At least 10 new player character models since 0.6.0
- New gibs of ambiguous body parts (without skin), and internal organs
- Announcer retakes
- DON'T FORGET TO PACK THE TARBALL PROPERLY THAT IT EXTRACTS IN ITS OWN SUBFOLDER INSTEAD OF ./ (i.e. openarena-0.7.0)
to do
0.8
August 2008 release, pressure deadline right on the beginning of the month.
- Focus on "missionpack" project (i.e. put missionpack entities in existing CTF maps, make team symbols, UI etc)
- "James" and "Janet" base models for missionpack project
- "Sorceress" model for base
- "Funk man" model for base
- Major and Ayumi redone
- New voices for Ayumi, Kyonshi, Angelyss, Arachna, Sorceress. (we'll need a real asian to do ayumi and kyonshi this time)
- The following weapons will be remodeled (old models will still appear in the attic):
- Gauntlet
- Shotgun
- Rocket Launcher
- Plasma Gun
- Chain Gun
- color1 should change railgun wall mark, not color2
- rail beam discs should return
- remove vertex lighting
- - it is old, and exists only for older cards such as Rendition and Riva128 and RagePro (which OA is defintiely NOT designed for asset-wise)
- - it breaks shaders of many maps (like islandctf and other maps with terrain shaders), and removes many visual effects to cause the game to look ugly
- - it removes shadows from maps, leading to 'professional gamers' using it to their advantage since having eyes and forced player models are not enough.
- - Other recent Q3 engine games don't have it, so why should we? OA isn't released in 1999, you know.
- cgame particle system for impacts like bullet sparks, instead of using a fillrate-expensive shader for faking the illusion
- Gametypes:
- - Catch the Chicken
- - Kill the Rabbit (like Catch the Chicken, but more 'automated' and there is no chicken to catch so it is more fun with rails. It's tag game).
1.0
- All missing map textures replaced
- All q3 mapobjects skinned (but of course it'd just be .tga's only, no md3s/ases from q3 here)
- Soundtrack matching q3a music filenames
2.0
- Freetype
- Translation packs (everything would use the TA ui)
3.0
- Next-gen assets
dunno when
- ARB reflective/refractive water shader support (this will bring in a big new audience, guaranteed)
- Cross-platform ISO with binaries and (optional) installers for Windows, Linux and Mac OS X as well as self-booting with nvidia / fglrx support. (Probably be done around 0.9 and 1.0, but no promises)
- Adjust hue and saturation of railgun beam (not brightness)
- Surface materials affecting bullet impact sound, mark and effect (i.e. no metal dent hole marks on wood)


