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[ ] collision detection
[ ] load the models on the server
[ ] the server sends the ship models to the clients
[✓] toroidal warping
[✓] respect bullets's ttl
[✓] communicate this event to the clients (δ: fired 1 → 0)
[✓] explode when the time comes
[ ] fuel consumption
[ ] hyperjump
[ ] minskytron effect
[ ] engine damage on every jump
[ ] nozzle exhaust plume rendering
[✓] different screens for each game state
[✓] intro
[✓] connecting to server
[✓] waiting for a player
[✓] main game
[ ] keep a score
[ ] manage health
> related to hyperjump and the increasing likelihood of its destroying the ship.
[ ] reduce the amount of data sent on every NSsimstate packet
[✓] only send the fired bullets
[ ] bit packing
[?] the client must try to connect continously
> there's an error in the udp stack that doesn't allow the client to receive packets if run before the server is up.
[ ] more realistic DEC Type 30 CRT emulation
[ ] the right colors (fg: 0x3daaf7, fgblur: 0x0063eb, bg0: 0x79cc3e, bg1: 0x7eba1e)
[ ] the right decay function
[✓] work with PNG files instead of 9 pics
> big compressed image(6) files can't be used because of the iounit limits.
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