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Description
- model basic vehicles
- light tank
- medium tank
- heavy tank
- Mammoth tank (Add big units #110)
- self propelled gun
- truck
- jeep
- helicopter (Helicopters, stage 1 #111)
- ship
- armoured personnel carrier
- armored car
- AA gun
- train (Draw train model #180)
- remodel infantry guy
- set up the rig for infantry
- bake static stances with guns
- rifle
- assault rifle
- anti-tank rifle
- rocket launcher
- mortar (Add mortar units and inderect fire #150)
- flamethrower
- sniper
- scout
- light machine-gun
- light field gun
- field gun
- heavy field gun
- heavy machine-gun
- buildings (buildings #21)
- slot system (Three slot tiles #162)
- port to GFX (Port Visualizer from zgl to gfx #183)
- roads (Roads #152)
- vehicles should not stop from light reaction fire (Vehicles should not stop from light reaction fire #191)
- control sectors & end game conditions (Sectors #124)
- water & bridges (Water and bridge tiles #204)
- smokescreen (Smoke #160)
- helicopters (Helicopters, stage 1 #111)
- reinforcements (Reinforcements #208)
- wreckages (Wreckages #247)
- towing (Towing #161)
- partial damage for vehicles (Partial damage for vehicles #233)
- component system - unification of Units, Objects, Sectors, etc
- multiple weapons per unit
- remove random rotation of map objects (TODO: оформи задачу. в смысле что поворот должен основываться на координатах клетки и слота, а не случайный от времени)
- split the reinforcements popup into groups (Split reinforcements popup into groups #267)
- upload all
.blendfiles to a separate repo (create separate repo for model sources in .blend format #13) (zoc_assets_src) - script to convert these
.blendfiles into.obj/.png - AA guns (Anti-air guns #226)
- manpads (Manpads #227)
- fix battle math (Fix hit_chance/damage math #35)
- deployment phase (Add deployment phase #56)
- hills (Add hills #151)
- terrain models
- redraw trees (Replace tree models #24)
- trenches
- light fortifications
- swamp
- tallgrass / bushes
- rocks
- barbed wire
- railroad
- forest path
- wide bridge
- narrow bridge
- dead bodies
- shell craters
- additional visibility level -
? - helicopter crashes
- warships
- warplanes
- minefields
- ammunition?
- replays
- networking
- write game guide (README: describe game features in overview section #219)
- investigate the possibility of porting to Amethyst engine
- (?) port to Amethyst engine
- focus camera on event (focus camera on event #68)
- rework gui
- shadows
- skeletal animations
- particle systems
- city streets (Streets #163)