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Kilian Köppchen edited this page Jun 9, 2013 · 8 revisions

Roadmap

2013.3 (July)

  • Work on completion of tier 4

2013.4 (October)

In-progress branches

without target milestone.

  • Plague (kilian)
  • settings (squiddy)
  • scenario_message (ThePawnBreak)
  • map-preview (squiddy)
  • overlays (feel free to take, needs new fife features to be merged)
  • fertility (gui only)
  • research (gui mockup only)
  • loaders (squiddy)
  • tabwidget (squiddy+chris, no progress) #2012
  • cegui (squiddy, sandbox, needs new fife)
  • multiplayer_improvement (mesutcan, needs wrap-up)

To be decided

  • Military ground units (Kilian)
    • Production of weapons and units
    • Unit transportation
    • Related buildings: barrack, gunsmith
  • 2 food types, to reflect the many kinds of food production in the gameplay
  • Rivers: generally rather liked, but could need a well thought-out design and not too trivial implementation
    • This is part of the ambient gfx/nature issue
  • Research
  • New settler design (consumption, happiness, taxes, upgrading)
  • extend first scenario, add second scenario
  • fisher assignments + fisher unit before boatbuilders are available
  • [Resource groups] (http://wiki.unknown-horizons.org/w/Resource_groups): [Group proposal] (https://docs.google.com/spreadsheet/pub?key=0AgG5ocrVYfURdF9faTAtMmExUUt1Z1h2VWs2emdLVEE&output=html)
  • building radius highlight improvements (nihathrael)
  • [Climate zones] (http://wiki.unknown-horizons.org/w/Climate)
  • plague #1275
  • cattle run
  • blender #629, spice field #625
  • vineyard #1448, vintner #605
  • pastry shop, cocoa field #1448, alvearies #1450

Game design

  • Collectors
    • currently, refiners such as weaver, distillery, smeltery, toolmaker and brickyard use the BuildingCollector which requires no road connection to collect stuff in range of its home building
    • question: how do you want to behave our refiners? ideas for a consistent approach? when is a road connection required and when is 'being in range' sufficient?
  • Lock buildings and residential upgrade requirements
    • Right now, having one residential building upgrade to a new tier unlocks all buildings of that tier forever
    • We want to discuss whether to keep the current implementation or add a more fine-grained structure
      • e.g. on first upgrading inhabitant, unlock all buildings but not the service providers and perhaps one resource production chain
      • then, unlock the service providers after a certain number of inhabitants in this tier exists
      • unlocking new things is always a good feeling for players (and this might also reduce the overwhelming amount of new buildings in new tiers, where you can't really enjoy a single one because you got all of them)
      • problem: communicating this barrier to players. solution: deactivate and modify tooltip in build menu. sufficient?
    • whether or not to add further requirements for advancing to next tier
      • and how those could look like (settlement size / inhabitant amount in certain tier)
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