mirror of
https://github.com/Anuken/Mindustry.git
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64 lines
2.6 KiB
Markdown
64 lines
2.6 KiB
Markdown
_Keep in mind that this is just a basic outline of planned features, and will be constantly changing!_
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### 3.x Planned
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- New save system: toggleable autosave, named slots, less clunky save UI
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- [DONE?] Optimize for tablets
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- Teleporter UI changes, more colors (?)
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- [DONE] New building tools: selection-delete, hold to place blocks in a line, one-tap delete mode (mobile). New 'tool' menu (desktop).
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- [DONE] Refactor `Renderer`, remove code for rendering platform-specific placement and move to 2 different classes
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- New map format system. Each new version is a different class, convert between different versions.
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- Underground conduits
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- Minimap
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- More indicators for when the core is damaged and/or under attack
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- Fix bugs with junction not accepting blocks (low FPS)
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- Fix bugs with tunnel merging and/or removing items (low FPS)
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- Edit descriptions for conveyor tunnels to be more clear about how to use them
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- [DONE] Add link to Mindustry discord everywhere
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- Balancing to slow down progression
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- Map editor
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- Delete saves
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- Display playtime
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### Major Bugs
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- Black screen when tabbing out on Android
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- Infinite explosions that destroy blocks
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- Random map reload when playing, leading to a crash (UI cause?)
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- Google Payments verify crash
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- Google Payments IllegalArgument crash
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### 4.0 Planned
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- Multiplayer framework, possibly implementation
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- New look to blocks, make them less 'blocky'
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### Misc
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- Localization support. Change all in-game strings to localized strings. Check compatibility with GWT and Android libraries.
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### Possible Additions
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- Mech body upgrades
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- Uranium extractor / uranium->iron converter
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- Laser enemies
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- Flying enemies that move in formation and spawn from different locations
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- Fusion reactor
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- Point defense turrets that take down projectiles
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- Turrets fueled by lava
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- Gas transporation and use
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- Better enemy effects and looks
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- Homing missile enemies and turrets
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- Reflective shield blocks
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- Tech tree with bonuses to production or turrets
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- Spawn points changed into enemy bases with hostile turrets
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- Unit production
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### Optmiziation
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- Look into uses for `IntMap`
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- Spread updating over multiple frames for large groups of specific tile entities (?)
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- Optimize enemy + bullet code and check quadtree leaf parameters
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- Check for unnecessary use of `Timers#get()`
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- Optimize generator laser distribution, especially finding targets
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- Optimize UI
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- Check memory usage and GC, profile
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- Optimize health bars and enemies in general
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- Make drawing of enemies more efficient (don't call `flush()`?)
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- Look into `NodeRecord` storage for pathfinder, since it's taking 2MB+ of memory!
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