Table of Contents
Planned features for Part 1
The following features are planned for 0 A.D. part 1, roughly in order of priority. Note: the list does not include everything that will be done, only some of the more interesting/important features. For more details on graphics features, see GraphicsFeatureStatus.
Feature | Relevant link(s) | Status |
---|
#3 | complete |
#886 #243 #802 | complete |
#3 #1358 #1376 #1410 #1462 | complete |
~~Random peace and battle track cycling | #961 #1223 | complete |
#999 | complete |
#30 | complete |
#1425 | complete |
#1067 | complete |
~~Building Construction | #21 #576 | complete |
#7 | complete |
~~Replay / Record | #9 | complete |
#26 #797 | complete |
#52 #53 | complete |
#1504 | complete |
~~Capturing Buildings | #996 | complete |
(Dust gets kicked up; leaves rubble decal for X amount of time) |
#819 #1166 | complete |
#276 | complete |
~~I18n localisation | #67 | complete |
~~Additional and randomly choose menu backgrounds | #2993 | complete |
~~Garrisoned unit projectiles | #818 | complete |
forum topic | complete |
Diplomacy | #7 | complete |
Entity alignment to terrain grid e.g. Units stay upright when going up hills. |
#12 | complete |
Civ Bonuses and Team Bonuses | #2445 #4082 | complete |
Sound code redesign / refactoring | #961 #1223 #1712 #1944 #1955 #1961 #1962 | mostly complete |
Pretty selection footprints | #824 #1368 #1517 | mostly complete |
Mac OS compatibility | #514 #741 #847 #931 #947 #1112 #1147 #1320 #1326 #1554 #1593 #1917 #2304 #2851 #3969 |
mostly complete |
#619 #786 #1217 #1449 #1529 #1565 #1566 | mostly complete |
Advanced obstruction boxes | #914 #1032 #1121 | mostly complete |
Save game | #702 #1088? #1089 #1090 #1324 #1666 | partially complete |
Advanced AI (AI that can handle islands and other difficult cases) |
#973 #3003 | partially complete |
Atlas improvements (Delete brush, forest brushes, |
#96 #664 #678 #679 #944 #1122 #1213 #1943 #3414 | partially complete |
Island maps (AI, ship movement, pathfinding) |
#3002 | partially complete |
Simple |
#48 #1572 | partially complete |
Usable mod support | #190 #304 #1838 #1940 #2019 #4027 | partially complete |
Shader effects | #1429 #1493 #1497 forum topic | partially complete |
Formation Bonuses ~~and Behavior | #592 #593 #600 #3523 | partially complete |
Different Game Modes ("Default", Classic, Others?) | #1649 #2459 #2160 | partially complete |
Social features in multiplayer lobby (clans, chat, leaderboards) |
#2668 #2516 #2448 | partially complete |
Relics |
#4386 #28 | partially complete |
Performance improvement | See GamePerformance | WIP |
Converting Units (Females, Animals, etc.) | #997 | WIP |
Terrain flattening under buildings | #21 #2264 | WIP |
Building damage/fire | #131 | |
Running & Charging | #994 | |
Directional Attack Bonuses (for flanking, ramming etc.) | ||
Concealment / Ambush--Simple (Iberians gain attack bonus vs. enemy troops in Column Formation) |
#3177 | |
Trample Damage | #995 | |
Ship ramming | #305 | |
Unique tech trees for each Faction | ||
Building snapping | #3920 | |
Advanced Ship movement (Dynamic ship animations, 3-point turns, turning radii, etc.) |
#940 | |
Advanced Water effects: A rolling water plane, etc. | #48 #1572 | |
Cliffs | #97 #993 | |
Dynamic ship animations (Included in "Advanced ship movement") | ||
Automated Explore | #29 | |
Improved Ship movement (basic animations, formations, and movement improvements) |
#940 |
Cancelled in favor of infinite farms #1318 |
Feature | Relevant ticket(s) | Status |
---|---|---|
Ship boarding/capturing | Cut | |
Campaigns: Narrative | #4387 | Cut |
Reinforcements | Cut | |
Walls: Curtain Walls (centered on the Civic Centre) | Cut | |
Dynamically baked textures | Cut | |
Campaigns: Strategic ("Imperial Campaign" turn-based strategic map) | Cut | |
New combat system | #4545 | Cut |
Information below is very outdated
This is an attempt at a reasonably comprehensive list of desired gameplay features, roughly categorised and split into small sections, with links to various sources of documentation and code.
Features that are largely completed are marked like this.
Before working on a feature, it should be broken down into more detail and added as a Trac ticket (with a reference to the ticket added from this page).
"Old description" refers to technical documentation for the old simulation system; the new one has different features and different syntax, so use the documentation as inspiration and not specification.
The "current design" pages are attempts to collect and summarise the discussions and decisions about the design, in order to provide a direction for the implementation. Nothing is set in stone - the design issues can be discussed on the forums.
-
Movement
- Components: [UnitMotion]source:ps/trunk/source/simulation2/components/CCmpUnitMotion.cpp, [Pathfinder]source:ps/trunk/source/simulation2/components/CCmpPathfinder.cpp
- Old description: XML.Entity.Actions.Move
Walking- Running/charging
- Adds combat bonus (see #213)
FormationsOld description: XML_Formation, XML.Entity.Traits.Formation
- Terrain conformance
- Old description: XML.Entity.Traits.Anchor
- Components: [Position]source:ps/trunk/source/simulation2/components/CCmpPosition.cpp
- Pathfinding
Basic pathfindingBetter pathfinding- More better pathfinding
Impassable terrainTerrain costs- More efficient tile-based A*
- More efficient vertex-based A*
- Ship movement
-
Combat
- Components: [Attack]source:ps/trunk/binaries/data/mods/public/simulation/components/Attack.js, [Armour]source:ps/trunk/binaries/data/mods/public/simulation/components/Armour.js, [UnitAI]source:ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
- Old description: XML.Entity.Actions.Attack, XML.Entity.Traits.Armour
Basic attacks- Secondary attacks (automatic switching between ranged and melee weapons)
Projectiles- Current design
- Accuracy effects
- Animation synchronisation (particularly for projectile attacks)
-
Health
- Components: [Health]source:ps/trunk/binaries/data/mods/public/simulation/components/Health.js
- Old description: XML.Entity.Traits.Health
DeathCorpsesDecay
- Healers
- Old description: XML.Entity.Actions.Heal
-
Experience
- Old description: XML.Entity.Traits.Promotion, XML.Entity.Traits.Rank
- Accumulating
- Upgrading
- Rendering
-
Resources
- Components: [ResourceGatherer]source:ps/trunk/binaries/data/mods/public/simulation/components/ResourceGatherer.js, [ResourceSupply]source:ps/trunk/binaries/data/mods/public/simulation/components/ResourceSupply.js
- Old description: XML.Entity.Traits.Supply, XML.Entity.Actions.Gather, List_Entities_Nature_Fauna, List_Entities_Nature_Fauna_Herd, List_Entities_Nature_Geological_Minerals
Basic resource gatheringDropsitesKill animals before gathering meat- Corrals
- Fields
- Old description: List_Entities_Player_Structures#Field
- Decay
Auto-select nearby resources(when the currently targeted resource is exhausted)
-
Building construction
- Current design
- Related tickets: #499
- Placement constraints (on map;
not on obstruction;not on water;on visible land) Population effects- Old description: XML.Entity.Traits.Population
Resource usageFoundations- Flatten terrain
- Animation
- Diminishing returns with more builders
Repair- Old description: XML.Entity.Actions.Repair
-
Training
- Current design
- Old description: XML.Entity.Actions.Create, XML.Entity.Traits.Creation
Training queuesRally points
-
~~Research ~~* Old description: XML.Tech ~~* Research queues ~~* Tech effects
-
Settlements
- Old description: List_Entities_Nature_Geological_Other
-
Loot
- Old description: XML.Entity.Traits.Loot, XML.Entity.Actions.Loot
~~* Gates ~~* Old description: XML.Entity.Actions.Lock
- Garrisoning
- Old description: XML.Entity.Traits.Garrison
~~* Auras
~~* Old description: XML.Entity.Traits.Auras
~~* Detect range entering/leaving
~~* Modify unit stats
-
LOS
- Old description: XML.Entity.Traits.Vision
Determine from unitsRender- Render prettily
- Affect pathfinding
-
Forests
- Old description: List_Entities_Nature_Flora_Trees
- Hiding
-
AI
- Components: [UnitAI]source:ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js
- Old description: XML.Entity.Traits.AI
Order queues- Stances
- Scouting
- Old description: XML.Entity.Actions.Scout
- Patrolling
- Old description: XML.Entity.Actions.Patrol
- Escorting
- Old description: XML.Entity.Actions.Escort
- AI players
Extremely primitive AI framework- ~~Decent AI
-
Audio
- Old description: TDD_Audio
Basic sound group integration
-
Territories
- Old description: Background_Territories
-
Seasons
- Old description: Background_Seasons
-
Weather
- Old description: Background_Weather
-
~~Bartering ~~* Old description: XML.Entity.Actions.Barter
-
GUI
- Old description: TDD_GUI
- Components: [GuiInterface]source:ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js, [session GUI code]source:ps/trunk/binaries/data/mods/public/gui/session_new/
- Unit selection
Selection rendering- Old description: XML.Entity.Traits.Footprint
Bandboxing- Numbered groups
Health bars- Old description: XML.Entity.Traits.Health
Minimap~~* Old description: XML.Entity.Traits.MiniMap- ~~Go to hero unit
Go to idle worker- Detect combat
- In-game manual
-
Networking -
Hero units
-
Walls
-
Capturing
-
Diplomacy
-
Triggers
-
Objectives