Mindustry/TODO.md
2017-12-17 23:51:55 -05:00

2.6 KiB

Keep in mind that this is just a basic outline of planned features, and will be constantly changing!

3.x Planned

  • New save system: toggleable autosave, named slots, less clunky save UI
  • [DONE?] Optimize for tablets
  • Teleporter UI changes, more colors (?)
  • [DONE] New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
  • [DONE] 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)
  • Edit descriptions for conveyor tunnels to be more clear about how to use them
  • [DONE] Add link to Mindustry discord everywhere
  • Balancing to slow down progression
  • Map editor
  • Delete saves
  • Display playtime

Major Bugs

  • Black screen when tabbing out on Android
  • Infinite explosions that destroy blocks
  • Random map reload when playing, leading to a crash (UI cause?)
  • Google Payments verify crash
  • Google Payments IllegalArgument crash

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!