Roadmap Roundup | July 14th, 2021
https://robertsspaceindustries.com/.../18227-Roadmap...
Release View
:SCN1: Persistent Hangars: [3.17] Players will have their own Persistent Hangars, allowing them to buy cargo and asend it to their hangars.
:SCN1: Outpost Homestead - Independent & Outlaw: [3.17] A small home for AI to live and shelter.
Progress Tracker
:SCN1: Laser Trip Mine: Implementing laser trip mines.
:SCN1: Frontier Clothing: Generating concepts for frontier-style clothing.
:SCN1: Female Player Head: Completing a modeling and texture polish for the female player's head.
:SCN1: DGS Mesh Node: Allowing Dedicated Game Servers to exchange entities and authority over the same instance of Hybrid Service. [Part of Server Meshing]
:SCN1: Shard Manager: Responsible for creating a shard filled with entities for players to join. [Part of Server Meshing and Persistence]
:SCN1: Inventory Unstow: Allowing the fetching of an item from an inventory and placing it into a Shard (e.g. an unstowed ship with cargo will removed from the inventory and placed into the game). [Part of Server Meshing and Persistence]
:SCN1: Entity Stow / Destroy: Allowing the moving of an item into an inventory (e.g. a stowed ship with cargo will be removed from the game and placed into the inventory). [Part of Server Meshing]
:SCN1: Itemport Mod API: Allows tools like the Vehicle Modification App to modify ship loadouts inside inventories. [Part of Persistence]
:SCN1: Shard Data Query API: Allows gamecode access to common queries against entity graph data. [Part of Persistence]
:SCN1: Free Form Variable API: Backboard service for gamecode systems to write generic persistent variables. [Part of Persistence]
:SCN1: AI - Navigation Links - Ladders/Ledge Grab: Allowing NPCs to use ladders and ledges.
:SCN1: AI - Trolley Push & Pull: Allowing NPCs to use trolleys and trolley-like entities.
:SCN1: AI - Ground Vehicles: Allowing NPCs to control and drive ground vehicles.
:SCN1: AI - Unmanned Missile Turrets: Adding AI controlled missile turrets.
:SCN1: AI - Medical: Implementing a variety of medical AI behaviours for doctors and nurses.
:SCN1: AI - Leisure: Implementing how the AI behaves when they have free time in their schedule.
:SCN1: AI - Dancing: Implementing how the AI will behave at nightclubs, if they decide to go to one after work.
:SCN1: Fire Hazard: The Fire Hazard system will track fire and temperature on objects. Will be setup on a few select vehicles intially.
:SCN1: Destructible Workflow: Allowing artists and designers to work with destructible objects.
:SCN1: Maya Live Link: Allowing animators to work with the best possible preview quality.
:SCN1: Rescue / Transport Mission: Creating missions where players transport and rescue customers.
:SCN1: Infiltrate / Defend Mission: Expanding the variety of missions available at Underground Facilities.
:SCN1: Comm Array Mission Improvements: Mission improvements and totally new missions at Comm Arrays.
:SCN1: Physical QT Movement: Added back after previously removed.
:SCN2: MISC Hull B: Temporarily removed due to more resources allocated to the Hull A.
https://robertsspaceindustries.com/.../18227-Roadmap...
Release View
:SCN1: Persistent Hangars: [3.17] Players will have their own Persistent Hangars, allowing them to buy cargo and asend it to their hangars.
:SCN1: Outpost Homestead - Independent & Outlaw: [3.17] A small home for AI to live and shelter.
Progress Tracker
:SCN1: Laser Trip Mine: Implementing laser trip mines.
:SCN1: Frontier Clothing: Generating concepts for frontier-style clothing.
:SCN1: Female Player Head: Completing a modeling and texture polish for the female player's head.
:SCN1: DGS Mesh Node: Allowing Dedicated Game Servers to exchange entities and authority over the same instance of Hybrid Service. [Part of Server Meshing]
:SCN1: Shard Manager: Responsible for creating a shard filled with entities for players to join. [Part of Server Meshing and Persistence]
:SCN1: Inventory Unstow: Allowing the fetching of an item from an inventory and placing it into a Shard (e.g. an unstowed ship with cargo will removed from the inventory and placed into the game). [Part of Server Meshing and Persistence]
:SCN1: Entity Stow / Destroy: Allowing the moving of an item into an inventory (e.g. a stowed ship with cargo will be removed from the game and placed into the inventory). [Part of Server Meshing]
:SCN1: Itemport Mod API: Allows tools like the Vehicle Modification App to modify ship loadouts inside inventories. [Part of Persistence]
:SCN1: Shard Data Query API: Allows gamecode access to common queries against entity graph data. [Part of Persistence]
:SCN1: Free Form Variable API: Backboard service for gamecode systems to write generic persistent variables. [Part of Persistence]
:SCN1: AI - Navigation Links - Ladders/Ledge Grab: Allowing NPCs to use ladders and ledges.
:SCN1: AI - Trolley Push & Pull: Allowing NPCs to use trolleys and trolley-like entities.
:SCN1: AI - Ground Vehicles: Allowing NPCs to control and drive ground vehicles.
:SCN1: AI - Unmanned Missile Turrets: Adding AI controlled missile turrets.
:SCN1: AI - Medical: Implementing a variety of medical AI behaviours for doctors and nurses.
:SCN1: AI - Leisure: Implementing how the AI behaves when they have free time in their schedule.
:SCN1: AI - Dancing: Implementing how the AI will behave at nightclubs, if they decide to go to one after work.
:SCN1: Fire Hazard: The Fire Hazard system will track fire and temperature on objects. Will be setup on a few select vehicles intially.
:SCN1: Destructible Workflow: Allowing artists and designers to work with destructible objects.
:SCN1: Maya Live Link: Allowing animators to work with the best possible preview quality.
:SCN1: Rescue / Transport Mission: Creating missions where players transport and rescue customers.
:SCN1: Infiltrate / Defend Mission: Expanding the variety of missions available at Underground Facilities.
:SCN1: Comm Array Mission Improvements: Mission improvements and totally new missions at Comm Arrays.
:SCN1: Physical QT Movement: Added back after previously removed.
:SCN2: MISC Hull B: Temporarily removed due to more resources allocated to the Hull A.