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Roadmap
seedhartha edited this page Jan 10, 2024
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Goal is to make the Endar Spire modules completable in a stable manner.
Goal is to make KotOR and TSL completable with identical or better experience compared to the vanilla engine.
Legend:
- π© β implemented
- π¨ β partially implemented
- π₯ β not implemented
- β β to be confirmed
- Basic module loading/rendering π©
- Basic character movement π©
- Object targeting π©
- Pathfinding π©
- Cursors π©
- Items π¨
- Triggers π¨
- Conversations π¨
- Script routines π¨
- Actions π¨
- Stunt animations π©
- Area sounds π¨
- Containers π¨
- Party management π¨
- Saving games π¨
- Perception π¨
- Skills π¨
- Feats π¨
- Force powers π₯
- Combat π¨
- Effects π₯
- Grenades π₯
- Traps (mines) π₯
- Encounters π₯
- Stores π₯
- Stealth π₯
- Map exploration π₯
- Listening patterns π₯
- GUI screens
- Main menu π¨
- Equipment π¨
- Inventory π¨
- Character sheet π¨
- Abilities π¨
- Character creation π¨
- Level up π¨
- Messages/feedback π₯
- Journal π₯
- Map π¨
- Options π₯
- Workbench π₯
- Lab station π₯
- Loading screen π₯
- Mini-games
- Swoop racing π₯
- Man the turrets π₯
- Pazaak π₯
- Multiplayer β
- Real-time combat β
- Textures (TPC, TGA, TXI) π©
- Models, animations (MDL, MDX) π©
- Walkmeshes (WOK, DWK, PWK) π©
- Lip animations π©
- Collision detection π©
- 3D picking π©
- Grass π©
- Fog π©
- Emitters π¨
- Danglymeshes π©
- Lightsabers π©
- Advanced
- Physically-based rendering π©
- Image-based lighting π©
- Cascaded shadow maps π©
- Reflection probes π₯
- Screen-space ambient occlusion π©
- Screen-space reflections π©
- Order-independent transparency π©
- Anti-aliasing (FXAA) π©
- Physically-based rendering π©
- Resource management (KEY, BIF, ERF, RIM, MOD, 2DA, GFF) π©
- Audio playback (WAV, MP3) π©
- Script execution (NCS) π©
- Movie playback (BIK) π©
- GUI controls π¨