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Project Management Thread
jusas
Earthforce Officer
[SIZE=3][COLOR=sandybrown]This thread is here to see how we're progressing with everything. Post a reply here when you have an update. The first post of this thread will be edited and kept up-to-date.[/COLOR][/SIZE]
[COLOR=limegreen][b]Latest edit: 29.4.2006[/b][/COLOR]
- Universe organization added
[SIZE=3][b][COLOR=orange]CATEGORIES AND ASSIGNMENTS[/COLOR] [/b][/SIZE]
[b]meshes[/b] - unassigned / jusas
[b]music[/b] - unassigned
[b]NPC[/b] - jusas
[b]sound[/b] - unassigned
[b]textures[/b] - unassigned
[b]universe/engine[/b] - jusas
[b]universe/missions[/b] - jusas, wildcard, revan67
[b]universe/story[/b] - unassigned / jusas
[b]universe/strategy[/b] - jusas
[b]universe/systems[/b] - jusas, wildcard, revan67
[b]universe/tactics/aicommands[/b] - jusas
[b]universe/tactics/commands[/b] - jusas
[b]universe/tactics/mod_commands[/b] - jusas
[b]universe/tactics/subroutines[/b] - jusas
[b]efx + tactics sheets[/b] - jusas, wildcard, revan67
[b]universe/texts[/b] - jusas, wildcard, revan67
[SIZE=3][b][COLOR=orange]CURRENT WORK ASSIGNMENT[/COLOR] [/b][/SIZE]
[b]e1m1:[/b] jusas
1. Orion Patrol
EAS Odysseus jumps in, near the Orion main colony. EAS Callisto and EAS Lancelot are sitting near the space station orbiting the colony. As Odysseus jumps in, it contacts its battlegroup (Lancelot and Callisto) and greets them, telling it's nice to see them again. Odysseus proceeds to the rendezvous point near the space station to receive supplies and regroup with the other two ships. The two ships arrive and an atmospheric shuttle is launched from the planet to deliver supplies to the Odysseus. During all this the characters chat about everything that has happened lately and once the supplies are aboard, the Odysseus/Callisto/Lancelot receive a distress call from a nearby jumpgate and the player is instructed to hit the hyperspace jump button. The button is pressed and all ships jump into hyperspace.
Status: about 85% done
[b]e1m2:[/b] wildcard
2. Distress call
The raiders have attacked several transports. The Odysseus battlegroup jump into the scene and see what's going on. Fighters are launched (or suggested to be launched) and the battlegroup moves in to defend the transports. Once the ships get close enough, one transport and the raider mothership recalls its fighters and jumps out, leaving the other cargo ship behind. The player is left to wonder where the raiders took the transport.
Status: 0% done
[b]e1m3:[/b] revan67
3. Search and rescue
All EA ships in the system are informed of the incident in an attempt to locate the missing cargo transport. The Odysseus receives a message reporting a ship wreckage in a nearby sector. The battlegroup is once again divided to enable a larger search area and the Odysseus is called to inspect a suspected wreckage in a nearby sector. The Odysseus finds the wreckage and also the raiders, a mothership with a full complement of fighters + a frigate. The mothership sends out its fighters and the frigate to delay the Odysseus and jumps out, leaving the looted transport wreckage behind.
Status: 0% done
[SIZE=3][COLOR=sandybrown][b]UNIVERSE ORGANIZATION[/b][/COLOR][/SIZE]
[SIZE=2][b][COLOR=skyblue]Orion[/COLOR][/b][/SIZE]
[b]Missions[/b]
1. Orion Patrol
9. The Judge, Jury and the Executioner
13. Loyalties
[b]Stations[/b]
Orion outpost
[SIZE=2][b][COLOR=skyblue]Theta[/COLOR][/b][/SIZE]
[b]Missions[/b]
2. Distress call
6. Answers
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Beta 9[/COLOR][/b][/SIZE]
[b]Missions[/b]
3. Search and rescue
8. Proof of blood
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Sol[/COLOR][/b][/SIZE]
[b]Missions[/b]
4. Reassignment
[b]Stations[/b]
Moon station
Earth station
[SIZE=2][b][COLOR=skyblue]Sin'talith[/COLOR][/b][/SIZE]
[b]Missions[/b]
5. Covert ops
7. Beyond the call of duty
[b]Stations[/b]
Sin'talith outpost
[SIZE=2][b][COLOR=skyblue]Beta 4[/COLOR][/b][/SIZE]
[b]Missions[/b]
10. Ties and connections
12. The voice of resistance
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Regula[/COLOR][/b][/SIZE]
[b]Missions[/b]
11. Two jumps
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Epsilon Eridani[/COLOR][/b][/SIZE]
[b]Missions[/b]
None yet
[b]Stations[/b]
Babylon 5
[SIZE=2][b][COLOR=skyblue]Proxima[/COLOR][/b][/SIZE]
[b]Missions[/b]
14. Information warfare
15. Crossing paths (in hyperspace)
16. Liberation of Proxima 3
[b]Stations[/b]
Proxima outpost
Proxima comm relay station
... and more to come as we progress.
[SIZE=3][COLOR=sandybrown][b]GENERAL INSTRUCTIONS[/b][/COLOR][/SIZE]
[SIZE=3][b][COLOR=orange]MISSION SCRIPTING[/COLOR] [/b][/SIZE]
- Read the plan
- Plan the details
- Create needed navpoint to the used system
- Once you're happy with the nav point, commit the system file to CVS
- Create a mission file and begin work...
- Create dialog and objective text files (universe/texts/texts/0xx_mission.ini, universe/texts/dialogs/exmy_dialogs.ini) as you go. Add & commit them to CVS too.
- If a required NPC face is not ready, use the EA comm face as a placeholder
- When you feel that the missions is done, all devs should test it to see if any bugs are found.
- Fix the bugs.
[SIZE=3][b][COLOR=orange]SOME NOTES[/COLOR] [/b][/SIZE]
- Try to keep the mission code inside the one mission file, avoid separating stuff to several files
- When you've created new files, add them to the CVS
- Once you're satisfied with something and it is tested that it works, commit the changes to CVS
- If you add a nav point to a system, remember to commit it to CVS
- At the moment we're ignoring the campaign commands completely. We just want to create the missions first and figure out how to combine them into a campaign later
[SIZE=3][b][COLOR=orange]FILE NAMING[/COLOR] [/b][/SIZE]
[b]Mission files:[/b]
- Should be named e(ep)m(mis).mission (ep=episode, mis=mission)
- If additional files are needed, start them the same way. Use extension .inc instead of .mission, eg. e1m1_AI_stuff.inc
[b]Text files:[/b]
- Dialogs should be placed in universe/texts/dialogs/ and named e(ep)m(mis)_dialogs.ini
- Other mission specific strings, such as objectives, should be placed in universe/texts/texts/ and named 0(ep)(mis)_mission.ini
[COLOR=limegreen][b]Latest edit: 29.4.2006[/b][/COLOR]
- Universe organization added
[SIZE=3][b][COLOR=orange]CATEGORIES AND ASSIGNMENTS[/COLOR] [/b][/SIZE]
[b]meshes[/b] - unassigned / jusas
[b]music[/b] - unassigned
[b]NPC[/b] - jusas
[b]sound[/b] - unassigned
[b]textures[/b] - unassigned
[b]universe/engine[/b] - jusas
[b]universe/missions[/b] - jusas, wildcard, revan67
[b]universe/story[/b] - unassigned / jusas
[b]universe/strategy[/b] - jusas
[b]universe/systems[/b] - jusas, wildcard, revan67
[b]universe/tactics/aicommands[/b] - jusas
[b]universe/tactics/commands[/b] - jusas
[b]universe/tactics/mod_commands[/b] - jusas
[b]universe/tactics/subroutines[/b] - jusas
[b]efx + tactics sheets[/b] - jusas, wildcard, revan67
[b]universe/texts[/b] - jusas, wildcard, revan67
[SIZE=3][b][COLOR=orange]CURRENT WORK ASSIGNMENT[/COLOR] [/b][/SIZE]
[b]e1m1:[/b] jusas
1. Orion Patrol
EAS Odysseus jumps in, near the Orion main colony. EAS Callisto and EAS Lancelot are sitting near the space station orbiting the colony. As Odysseus jumps in, it contacts its battlegroup (Lancelot and Callisto) and greets them, telling it's nice to see them again. Odysseus proceeds to the rendezvous point near the space station to receive supplies and regroup with the other two ships. The two ships arrive and an atmospheric shuttle is launched from the planet to deliver supplies to the Odysseus. During all this the characters chat about everything that has happened lately and once the supplies are aboard, the Odysseus/Callisto/Lancelot receive a distress call from a nearby jumpgate and the player is instructed to hit the hyperspace jump button. The button is pressed and all ships jump into hyperspace.
Status: about 85% done
[b]e1m2:[/b] wildcard
2. Distress call
The raiders have attacked several transports. The Odysseus battlegroup jump into the scene and see what's going on. Fighters are launched (or suggested to be launched) and the battlegroup moves in to defend the transports. Once the ships get close enough, one transport and the raider mothership recalls its fighters and jumps out, leaving the other cargo ship behind. The player is left to wonder where the raiders took the transport.
Status: 0% done
[b]e1m3:[/b] revan67
3. Search and rescue
All EA ships in the system are informed of the incident in an attempt to locate the missing cargo transport. The Odysseus receives a message reporting a ship wreckage in a nearby sector. The battlegroup is once again divided to enable a larger search area and the Odysseus is called to inspect a suspected wreckage in a nearby sector. The Odysseus finds the wreckage and also the raiders, a mothership with a full complement of fighters + a frigate. The mothership sends out its fighters and the frigate to delay the Odysseus and jumps out, leaving the looted transport wreckage behind.
Status: 0% done
[SIZE=3][COLOR=sandybrown][b]UNIVERSE ORGANIZATION[/b][/COLOR][/SIZE]
[SIZE=2][b][COLOR=skyblue]Orion[/COLOR][/b][/SIZE]
[b]Missions[/b]
1. Orion Patrol
9. The Judge, Jury and the Executioner
13. Loyalties
[b]Stations[/b]
Orion outpost
[SIZE=2][b][COLOR=skyblue]Theta[/COLOR][/b][/SIZE]
[b]Missions[/b]
2. Distress call
6. Answers
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Beta 9[/COLOR][/b][/SIZE]
[b]Missions[/b]
3. Search and rescue
8. Proof of blood
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Sol[/COLOR][/b][/SIZE]
[b]Missions[/b]
4. Reassignment
[b]Stations[/b]
Moon station
Earth station
[SIZE=2][b][COLOR=skyblue]Sin'talith[/COLOR][/b][/SIZE]
[b]Missions[/b]
5. Covert ops
7. Beyond the call of duty
[b]Stations[/b]
Sin'talith outpost
[SIZE=2][b][COLOR=skyblue]Beta 4[/COLOR][/b][/SIZE]
[b]Missions[/b]
10. Ties and connections
12. The voice of resistance
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Regula[/COLOR][/b][/SIZE]
[b]Missions[/b]
11. Two jumps
[b]Stations[/b]
None
[SIZE=2][b][COLOR=skyblue]Epsilon Eridani[/COLOR][/b][/SIZE]
[b]Missions[/b]
None yet
[b]Stations[/b]
Babylon 5
[SIZE=2][b][COLOR=skyblue]Proxima[/COLOR][/b][/SIZE]
[b]Missions[/b]
14. Information warfare
15. Crossing paths (in hyperspace)
16. Liberation of Proxima 3
[b]Stations[/b]
Proxima outpost
Proxima comm relay station
... and more to come as we progress.
[SIZE=3][COLOR=sandybrown][b]GENERAL INSTRUCTIONS[/b][/COLOR][/SIZE]
[SIZE=3][b][COLOR=orange]MISSION SCRIPTING[/COLOR] [/b][/SIZE]
- Read the plan
- Plan the details
- Create needed navpoint to the used system
- Once you're happy with the nav point, commit the system file to CVS
- Create a mission file and begin work...
- Create dialog and objective text files (universe/texts/texts/0xx_mission.ini, universe/texts/dialogs/exmy_dialogs.ini) as you go. Add & commit them to CVS too.
- If a required NPC face is not ready, use the EA comm face as a placeholder
- When you feel that the missions is done, all devs should test it to see if any bugs are found.
- Fix the bugs.
[SIZE=3][b][COLOR=orange]SOME NOTES[/COLOR] [/b][/SIZE]
- Try to keep the mission code inside the one mission file, avoid separating stuff to several files
- When you've created new files, add them to the CVS
- Once you're satisfied with something and it is tested that it works, commit the changes to CVS
- If you add a nav point to a system, remember to commit it to CVS
- At the moment we're ignoring the campaign commands completely. We just want to create the missions first and figure out how to combine them into a campaign later
[SIZE=3][b][COLOR=orange]FILE NAMING[/COLOR] [/b][/SIZE]
[b]Mission files:[/b]
- Should be named e(ep)m(mis).mission (ep=episode, mis=mission)
- If additional files are needed, start them the same way. Use extension .inc instead of .mission, eg. e1m1_AI_stuff.inc
[b]Text files:[/b]
- Dialogs should be placed in universe/texts/dialogs/ and named e(ep)m(mis)_dialogs.ini
- Other mission specific strings, such as objectives, should be placed in universe/texts/texts/ and named 0(ep)(mis)_mission.ini
Comments
Oh btw, I made a listing of systems & missions tied to them a few days ago. Updating the first post...