[DONE 2002/12] pre-alpha:
alpha:
Create a playable game, with client/server networking.
- [DONE] accelarated colision detection
- [DONE] more advanced commands
- [DONE] groups
- [DONE] patrol
- [DONE] order list copy/paste
- [DONE] advanced unit selection management
- [DONE] full screen mode (switchable) / resize window
- [DONE] in-game console
- [started]client/server model
- [started]startup screen for player/game setup
- change game speed (+/-)
pre-beta:
Add 3D terrain and advanced physics.
- [DONE] wreckage
- [DONE] map terrain with mountains and water
- map features (metal mines)
- classes of units affecting the movement (ships, subs, hovercraft, planes, trains, automobiles..)
- real path finding
- multiple classes of weapons (machineguns, lightning, laser..)
- "push" physics on colision/explosion/shot hit
- basic unit AI (automaticaly shoot enemy, run away, repair)
beta:
Implement all the ideas for the game design (see below).
- communication/jamming
- visibility/radar affected by the terrain
- deformable terrain
- more than one weapon per unit
- formations
- units walking over others; smashing
palito 1.0:
Fix bugs in beta, polish the code, write documentation.
palito 1.2:
- [started]sound
- savegames
- multiple UI (including a text console)
- multiple input configuration (VI-like key bindings)
palito 2.0:
- implement the game as a quakeC-like script (perl?)
- computer controled oponents
- single player missions
- music
- 3D client (OpenGL)
- ???
- profit!