[PPS Summer 2007] Project Ideas

Topics about the general development of Orxonox.

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Nowic
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[PPS Summer 2007] Project Ideas

Post by Nowic » Thu Feb 08, 2007 6:08 pm

Maybe we should start collecting ideas for new projects in the next PPS. So we can use them as a starting point for discussions in the think tank meeting.

Some ideas:

Code:
- a random scroller mode would be nice. with increasing difficulty and a local highscore
- ingame guis (an inventory, ship tweaking and shops)
- cooperative scroller mode (on the same screen or over network)
- savegames (load and save the game status)
- a working and challenging multiplayer mode
- a simple level editor
- motion blur and drug effects
- mirror textures :)
- stardust
- bump mapping and dynamic shadows ;)

Content:
- we should should make at least one new level and advance the story.
- a multiplayer level
- a under water level (waterplants, whales, sharks, ship wrecks... :D )
- a level on a planet maybe with vehicles, buildings, plants... (collision?)
- male and female player models with animations ;)

Other:
- installers and packages
- webpage redesign and a bug-tracking-system

to be continued...
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silvan
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Re: [PPS Summer 2007] Project Ideas

Post by silvan » Thu Feb 08, 2007 8:06 pm

Nowic wrote: ...
- a under water level (waterplants, whales, sharks, ship wrecks... :D )
...
That'd be great, but it requires the volumetric fog to work. IIRC Dave took a new advance on the vol. fog but I don't know how far he got.
Nowic wrote: - a level on a planet maybe with vehicles, buildings, plants... (collision?)
- male and female player models with animations
Creating some content is definitely a good idea. I'm glad to hear that you're thinking of a planet level where probably some FPS action will be going on. (I'm not so into vertical scrollers as you know :-) )
I think the player models could be an advanced modelling topic where people with modeling experience can work on, while the buildings can be done by less experienced modellers. (Of course they could be a bit more complex than the buildings from the past semester.)

And now... for some of my own ideas:
- Extending the AI to some other type of NPC. For example a NPC with a pathfinding algorithm. (This would make scripting a lot easier.)
- FPS-weapon models
more to come...
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Post by nicolasc » Thu Feb 08, 2007 9:19 pm

- Extending the AI to some other type of NPC. For example a npc with a pathfinding algorithm. (This would make scripting a lot easier.)
True, But the AI should have the same restrictions as the player... If not, we already saw, what that does, at the presentation...
- we should should make at least one new level and advance the story.
- a multiplayer level
- a under water level (waterplants, whales, sharks, ship wrecks... )
- a level on a planet maybe with vehicles, buildings, plants... (collision?)
Interesting idea: I was thinking, to push the story a bit further (i.e 5 Lvls), and leaving the rest out...
OTOH: lets the students decide.
  • Finish old stuff: (if we don't make it during the break)
    • Finalize the character system (ie. implement it, that all classes use it)
    • Fine tune the weapons
  • Additional models and weapons
  • Automatic cut-scene for takeoff/landing
  • Create another BSP model, for a (real) FPS level
- mirror textures
- stardust
- bump mapping and dynamic shadows
What should the minimal spec be again... :roll:
A personal blue gene cluster?? naw... should be possible, but the game itself is more important that cosy effects (Or are we back in the tech demo mode??)

cheers
nico
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beni
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Post by beni » Thu Feb 08, 2007 10:17 pm

Great ideas so far. We will talk about those at the meeting. Let's just gather the stuff now and don't think something is too unrealistic. We'll find out soon enough if we can do something or not.
  • Spaceshooter control: Select enemies or friends or other obstacles. I think you now this from every game: Selecting something either by mouse or by some keys on the keyboard. Orxonox can't do that.
  • Advanced HUD: Probably even a HUD-model (would be part of the content). FPS and Vertical Scroller or Space Shooter need that.
  • Projectiles which can fall or stick at walls. (Physics?) Probably relates to the FPS Weapons.
  • Planets with possible reentry with spaceships and takeoff from planet into space.
Man, I can't think of anything else.. We just already have everything :D

Sounds quite unrealistic... I don't care :)
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