-
user accounts
- persist games
- maximum of 3 saved games
- persist settings
- leaderboards (highest, lowest score per playtime)
- playtime of saved game (in real elapsed time, only count minutes)
- upload avatar
- site to browse saved games
- simple forum
- statistics
- total X killed
-
game controls modal
- volume controls
- key remap
- save preferences to account / localstorage
- friendly units show stats
- indicator to show currently active wingmates (and their objectives)
- activity indicator?
- producing
- repairing
- manufacturing
- developing
- receiving damage = show health bars
- manufacturing / refining = show progress bar
- improve + extend fighter AI
- pilot characteristics
- aggression level (proximity to target)
- different attack patterns for different targets
- self-preservation (health threshold before retreating for repair)
- preferred weapon
- land on spaceport
- move to point and be at rest
- retarget when current attackTarget is dead / objective met
- avoid stars
- pilot characteristics
-
sectors are generated before game begins
- retreat / advance / develop sector
-
strategic AI
- combined arms
- spearhead operations
- logistically minded
-
unified UX model for game
-
radar not available when comm center is destroyed
-
upgrade PBase weaponry
-
upgrade structures to have shields
-
upgrade spaceport: spaceport 2 (larger)
-
show all options available to all ranks (but cannot execute if not high enough)
-
wingmen control
- traits of pilots: antagonistic, neutral, submissive (will they listen to your commands?)
-
ammo supply freighter
-
repair ship
-
planets have finite resources?
- resources regenerate at a linear rate?
-
Economy that matters
- raw materials and finished materials need to affect gameplay (they do already but invisibly)
- ordering construction of Fighters and Freighters, significantly affecting material supply
- can run out of materials on planet
- can move materials from one planet to another via freighter
- freighter has 2 types of cargo:
- finished materials (can be used for colonization)
- raw materials (cannot be used for colonization, but can be used to supply)
-
galactic radar is ranged
- update radius from comm centers (if < global coverage threshold)
- completely covered if > 3 comm centers
- localized Radar for immediate area around ship if no comm center
-
drop off ground forces (probes) to attack enemy planet facilities
- ground forces cannot leave planet unless picked up
- dedicated drop-ship unit
- armies bounded to surface of a planet
-
structured strategic enemy AI (possibly use btrees here)
- 1st order
- move to point
- move to point + maintain distance away from point (radius)
- move, avoiding stars and planets
- 2nd order
- attack planet
- attack enemy fighter
- intercept enemy colonization attempt
- retreat to nearest friendly planet
- dock on friendly planet
- dock on friendly spaceport
- request backup
- defend entity (move + maintain dist, + attack enemies within range)
- seek unoccupied planets to land on
- coordinated attack with fighters in groups
- assign priority to targets
- 1st order
- save / load games
- networked gameplay
- sectors fought over (rooms)
- factions
- kill ratios
- veterancy
- leaderboard
- heroku host?
- firebase host?
- Options screen + Custom key mapping
- keyboard
- gamepad calibration
- score tied to lifetime of pilot? (instead of full team)
- add rank insignia
- health bars for units receiving damage
- comm center provides radar galaxy (no functionality if destroyed!)
- fix for higher-pixel density displays pixijs/pixijs#1841
- vector win / loss symbols
-
special button when near non-friendly (but not hostile) planet
- negotiate treaty
- buy / sell resources
-
cloaking device
- one time use (actively cloaked until ship is damaged or fires a weapon)
-
alien craft that is hostile to all factions?
-
more spacecraft
- light fighter
- escort guard
- heavy fighter
- assault carrier
- long range cluster rocket attacks
- capital ships
- viral (T4) shaped ships
-
mercenary gameplay
- bid / accept jobs
- switch allegiances
- become a pirate (gray color?)!
- manage fleet
- purchase / upgrade facilities
-
different mission objectives
- raiding
- steal weapon from enemy PLab
- steal finished goods
- vengeance
- infiltration
- hijack spaceport and use it to destroy planet facilities
- land saboteurs on planet to reduce production
- land saboteurs on planet to reduce production
- raiding
-
asteroids / uninhabitable worlds
-
ability to destroy planets
-
https://www.myabandonware.com/game/conquest-frontier-wars-cvk
-
https://www.mobygames.com/game/starflight-2-trade-routes-of-the-cloud-nebula/screenshots
Star control
- http://freegamer.blogspot.com/
- http://www.polarorbit.net/2015/02/building-a-better-rts-introduction/
- http://www.indieretronews.com/search/label/OPEN%20SOURCE
- re-organize HUD components that are shown in the 4 corners to be stackable (vs hard-coded X,Y)
webpack-bundle-analyzer
to pare down dependencies- dependencies: especially pixi.js is not being tree-shaken correctly
- use parcel instead?
- profile funcs using most CPU time
- find out how to reduce major GC events
- avoid creating destroying objects
- https://stackoverflow.com/questions/18364175
- https://stackoverflow.com/questions/18800440
- use gpu.js for parallel ops