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| cwnext:wishlist [2017/09/19 15:53] – Added my 4RPL requests kajacx | cwnext:wishlist [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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| * GM: Pass two UIDs (Current node, target node), run C# A* pathfinding over the network, return either a list or UID. Probably needs GetConnected to check if two nodes are still linked. | * GM: Pass two UIDs (Current node, target node), run C# A* pathfinding over the network, return either a list or UID. Probably needs GetConnected to check if two nodes are still linked. | ||
| * GM: SetConnectionLength [ UID UID Length - ]. Set to 0 to destroy the connection. Normal length would be the Euclidian distance, but Relays or " | * GM: SetConnectionLength [ UID UID Length - ]. Set to 0 to destroy the connection. Normal length would be the Euclidian distance, but Relays or " | ||
| + | * GM: Also GetConnectedToCommand, | ||
| * DamageCreeper that works on AC | * DamageCreeper that works on AC | ||
| * Can't this be done with a negative damage on the same command? | * Can't this be done with a negative damage on the same command? | ||
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| * GM: Suggesting GetUnitsWithScript..., | * GM: Suggesting GetUnitsWithScript..., | ||
| * QueueTrajectory (object moves in a 3D parabola with specified height) | * QueueTrajectory (object moves in a 3D parabola with specified height) | ||
| - | * Easy boilerplate, | + | * GM: Easy boilerplate, |
| * later statement (like " | * later statement (like " | ||
| * Data storage for custom campaigns where one map affects the rest | * Data storage for custom campaigns where one map affects the rest | ||
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| * Set/ | * Set/ | ||
| * As for neutral units - units cannot be selected until connected to power grid or the likes. | * As for neutral units - units cannot be selected until connected to power grid or the likes. | ||
| - | | + | |
| + | * Features | ||
| * Local variables: eigter implemented by simply renaming on compilation, | * Local variables: eigter implemented by simply renaming on compilation, | ||
| * Code including: easily reuse the same code in multiple scripts, without copy-pasting | * Code including: easily reuse the same code in multiple scripts, without copy-pasting | ||
| - | * QoF improvements such as multiline comments and %blockstart, | + | * QoL improvements such as multiline comments and %blockstart, |
| + | * GM: Or use #block and #endblock, perhaps? | ||
| * 4RPL debugger: a build-in debugger for code inspection, which would be faster and easier to use than a 3rd party program. | * 4RPL debugger: a build-in debugger for code inspection, which would be faster and easier to use than a 3rd party program. | ||
| - | | + | * GM: Your PRPL debugger is the kind of thing you meant, kajacx? |
| + | * stdout: Consider allowing map maker to create custom units like ParticleFleet. Units would have modules that can be placed. Blaster, Mortar, AC Sprayer, shield, etc. Example unit might carry 3 blasters, one mortar, and a beam. A energy storing module would be super handy. | ||
| + | * No more pixel/cell coordinates madness, just use the cell coordinates for everything, 1 cell = 1 field tile. | ||
| + | *TLFP: Opening power/ | ||
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| * zero-sum terping? | * zero-sum terping? | ||
| * Settable, but I like it. How to specify source? Avalanches possible? | * Settable, but I like it. How to specify source? Avalanches possible? | ||
| - | * Buried artifacts | + | * Buried artifacts |
| + | * GM: Scriptable | ||
| * If using PFE style conversations, | * If using PFE style conversations, | ||
| * copy/ | * copy/ | ||
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| * Unit that shoots creeper a-la plasma bugs (Starship Troopers) | * Unit that shoots creeper a-la plasma bugs (Starship Troopers) | ||
| * Thumper enemy. If there is any creeper near the thumper when it thumps, then the creeper will move away from the thumper as a wave. | * Thumper enemy. If there is any creeper near the thumper when it thumps, then the creeper will move away from the thumper as a wave. | ||
| - | * Phantoms from CW2 | + | * Phantoms from CW2. Goes through terrain. A good enemy for underground maps (If that ever becomes a thing) |
| + | * stdout: cool end-game CW1 style graphs showing creeper generation, energy usage, etc. | ||
| + | * stdout: Game saves all actions player takes, allows to save and export a " | ||
| + | * Suggestions for new player units | ||
| + | * Packet Factory/ | ||
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| * Original mapper able to come back and edit the map description/ | * Original mapper able to come back and edit the map description/ | ||
| * Also thumbnail, in case it was uploaded with invisible units shown, custom UI visible, etc | * Also thumbnail, in case it was uploaded with invisible units shown, custom UI visible, etc | ||
| - | + | * Menu/ | |
| + | * Separate the text overlay for stacked enemy structures so they can all be seen (like when an emitter and a spore tower occupy the same place. In CW3 you can not read all the different texts.) Suggested by Domonik. | ||
| + | * A way to check what counts for victory in the editor. Maybe a red/ | ||
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| * Will fly units be damaged if they fly through high altitude creeper? | * Will fly units be damaged if they fly through high altitude creeper? | ||
| * Will players be able to set flight height of units? | * Will players be able to set flight height of units? | ||
| - | * How will custom unit graphics be specified w/o bloating save files? | + | * How will custom unit graphics be specified w/o bloating save files. |
| * Is the Creeper sim running on a GPU? | * Is the Creeper sim running on a GPU? | ||
| + | * A: No, push delays make it worse rather than better. | ||
| * Talking about game file sizes. | * Talking about game file sizes. | ||
| * How large can we expect the files for customs map to be? | * How large can we expect the files for customs map to be? | ||
| * Is it big enough to matter to most of us for up/ | * Is it big enough to matter to most of us for up/ | ||
| * Game requirements? | * Game requirements? | ||