Difference between revisions of "4"
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CyberShadow (Talk | contribs) (→Game engine/process: RT) |
CyberShadow (Talk | contribs) (scheme diff) |
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** Network operations will not send objects that already exist on the host (objects, including maps are cached). | ** Network operations will not send objects that already exist on the host (objects, including maps are cached). | ||
− | === | + | === Interface === |
* Preserve classic black&blue look-and-feel | * Preserve classic black&blue look-and-feel | ||
** Skins? | ** Skins? | ||
− | * Should the | + | * Should the interface be non-modal? (Allow switching from a game to the WormNET window, possibly allow playing a game and spectating another simultaneously) |
** If so, how to elegantly design the tab/window-switching UI? | ** If so, how to elegantly design the tab/window-switching UI? | ||
+ | * Specific screens: | ||
+ | ** Join "lobby": | ||
+ | *** Add easily-accessible "scheme diff" feature (e.g. on mouse hover over scheme viewer button), which compares locally-available schemes and displays a diff against closest matching scheme (e.g. "Closest-matching scheme: Hysteria; Low gravity ammo: 0 -> 1") | ||
=== Game engine/process === | === Game engine/process === |
Revision as of 01:12, 8 August 2010
Worms Armageddon 4.x plan / idea dump. Please don't edit this page unless you've been invited to. Instead, feel free to discuss features on the talk page or Team17 forums.
W:A 4.x will be a complete rewrite of all of W:A's codebase except the game logic (physics etc.).
Contents
Plan
Platform/Libraries
- Programming language: D 2 (?)
- Input/windowing: SDL (?)
- Graphics: SDL and SDL+OpenGL (?)
- True colour everywhere; use 3D/hardware acceleration where available
- Network: standard TCP/IP
Code
- Split into open-source (not W:A-specific) and closed-source (W:A-specific) parts
- Separate input, network, rendering and each game logic instance into threads and use message passing?
- A simplistic dummy open-source game will be written which uses open-source parts of the code, to allow community development of open-source code
- It is extremely important that the UI framework is written to be as simple to use as possible. The fewer places code must be changed to add/edit a control, the better. Immediate mode GUIs may be worth considering.
Installation
- Installation wizard on Windows
- Copy and convert files from CD
- Optionally, copy/convert files from an existing W:A installation
Storage
- Use appropriate OS directories for user data
- Store objects into fanned-out files named by the file's hash (similar to git storage, but without packs)
- Network operations will not send objects that already exist on the host (objects, including maps are cached).
Interface
- Preserve classic black&blue look-and-feel
- Skins?
- Should the interface be non-modal? (Allow switching from a game to the WormNET window, possibly allow playing a game and spectating another simultaneously)
- If so, how to elegantly design the tab/window-switching UI?
- Specific screens:
- Join "lobby":
- Add easily-accessible "scheme diff" feature (e.g. on mouse hover over scheme viewer button), which compares locally-available schemes and displays a diff against closest matching scheme (e.g. "Closest-matching scheme: Hysteria; Low gravity ammo: 0 -> 1")
- Join "lobby":
Game engine/process
- Live map and scheme editing; changes saved in message stream
- Map editor:
- Integrated with game logic (editing tools accessible just like weapons from a separate palette)
- Support basic colour editing tools
- Support clipboard operations
- Maps should be sent as collision mask first, with progressive colour layer following
- Colour data for loaded maps should not be stored in the message stream, but rather stored as an object reference
- Map editor:
- Real-time support
- Real-time is always enabled
- Turn-based games follow current W:A behaviour - current player is a few seconds (or whatever the latency is) ahead of other players, but other players would still be able to send certain messages "from the past"
- Real-time games are synced simultaneously
- Sync is achieved by "rewinding" the game engine and reapplying new input if it is received "in the past"
- Optional moderation actions (allow placing objects, moving worms around with the mouse etc.) - this allows the host to fix player mistakes, or a sort of role-playing (D&D-like) mode
- How to elegantly design a unified interface for pre- and in-game map/scheme editing?
Replays
- Replays are stored internally as broken into message streams / metadata / maps, but exportable to self-contained files
- Exportable as one replay for the entire session, or one replay per round as usual (latter doesn't reference maps that were loaded but not played on)
- Replays should seek to the "game start" by default, by allow rewinding back to pre-start chat and map editing
Gameplay
- Per-scheme features:
- Roper:
- Trick detection? (like here)
- Roper:
Customization
- Custom missions
- Scripting
- Schemes
- Maps?
- Schemes + maps (missions)
- Map editor
- Custom terrain textures
New scheme format
- Format
- Text or binary? What about network/file aspect? Preserving whitespace/comments?
- Options
- All individual tool-assist options
- Optional fixes for certain bugs
- RubberWorm features
- Fiddler features (including weapon customization)
- Many more (see current internal W:A engine options)