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2.7 KiB
2.7 KiB
Keep in mind that this is just a basic outline of planned features, and will be constantly changing!
3.0 Release
- [DONE] New tutorial with the power blocks
- [DONE] New SFX for specific blocks, especially turrets
- [DONE] Block drawing layers. Refactor/remove
Block#drawOver()
, addLayer
enum. Should fix 'glitchy' lasers and conveyor clipping - [DONE] Balance nuclear reactor, improve effectiveness as they are currently underpowered
- [DONE] Make generation frame independent
- [DONE/MOVED] Investigate issue #5 (enemies stuck in blocks) - looks like it's caused by map loading lag, needs to be fixed with a slightly different physics system
- [DONE] Faster mech movement, possibly with a "boost" key
- [DONE] Balance enemy difficulty
3.x Planned
- New save system: toggleable autosave, named slots, less clunky save UI
- Teleporter UI changes, more colors (?)
- New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
- Refactor
Renderer
, remove code for rendering platform-specific placement and move to 2 different classes - New map format system. Each new version is a different class, convert between different versions.
- Underground conduits
- Minimap
- More indicators for when the core is damaged and/or under attack
- Fix bugs with junction not accepting blocks(low FPS)
- Fix bugs with tunnel merging and/or removing items (low FPS)
4.0 Planned
- Multiplayer framework, possibly implementation
- New look to blocks, make them less 'blocky'
Misc
- Localization support. Change all in-game strings to localized strings. Check compatibility with GWT and Android libraries.
Possible Additions
- Mech body upgrades
- Uranium extractor / uranium->iron converter
- Laser enemies
- Flying enemies that move in formation and spawn from different locations
- Fusion reactor
- Point defense turrets that take down projectiles
- Turrets fueled by lava
- Gas transporation and use
- Better enemy effects and looks
- Homing missile enemies and turrets
- Reflective shield blocks
- Tech tree with bonuses to production or turrets
- Spawn points changed into enemy bases with hostile turrets
- Unit production
Optmiziation
- Look into uses for
IntMap
- Spread updating over multiple frames for large groups of specific tile entities (?)
- Optimize enemy + bullet code and check quadtree leaf parameters
- Check for unnecessary use of
Timers#get()
- Optimize generator laser distribution, especially finding targets
- Optimize UI
- Check memory usage and GC, profile
- Optimize health bars and enemies in general
- Make drawing of enemies more efficient (don't call
flush()
?) - Look into
NodeRecord
storage for pathfinder, since it's taking 2MB+ of memory!