Skip to content

Feature Status Overview

Kevin Hake edited this page Jul 13, 2022 · 28 revisions

This page describes the current status of feature support within the engine.

See also Roadmap for an overview of what is being worked on. The Projects section also contains more details the current development tasks.

Legend

Symbol Meaning
βœ”οΈ Supported
πŸ”§ Partially Supported
❌ Not Supported
πŸ€·β€β™‚οΈ Irrelevant

Pre/Post Game Menus

  • πŸ”§ GUI file support
  • βœ”οΈ main menu
  • βœ”οΈ single player menu
  • βœ”οΈ skirmish menu
  • πŸ”§ map selection dialog
    • working but some known issues
  • πŸ”§ loading screen
    • sort of implemented internally but never actually appears, as RWE loads everything on the main thread which freezes rendering
  • ❌ campaign menu
  • πŸ€·β€β™‚οΈ options menu
    • handled by RWE launcher
  • πŸ€·β€β™‚οΈ multi player menu
    • handled by RWE launcher
  • ❌ post-game results screen

In-Game Graphics

Terrain

  • βœ”οΈ map terrain rendering
  • βœ”οΈ performance optimizations

Units

  • βœ”οΈ unit model rendering
  • βœ”οΈ team colors
  • ❌ animated textures
  • βœ”οΈ unit shadows
  • πŸ”§ unit shading
    • flat shading only (when enabled), no Gouraud shading
  • ❌ performance optimizations
    • rendering units is very slow and will be unacceptably slow for large games

Features

  • βœ”οΈ sprite-based features
  • βœ”οΈ model-based features
  • ❌ animated features
  • ❌ performance optimizations
    • rendering features is very slow and will be unacceptably slow for maps with lots of features

Weapons

  • βœ”οΈ lasers
  • βœ”οΈ sprite-based projectiles
  • πŸ”§ model-based projectiles
    • known issues with orientation of some projectiles
  • πŸ”§ lightning
    • placeholder effect similar to laser
  • ❌ mindgun

Effects

  • βœ”οΈ weapon impact explosion
  • βœ”οΈ unit death explosion
  • βœ”οΈ weapon smoke
  • πŸ”§ nanolathe effect
    • placeholder effect (green line), no particle system yet
  • ❌ wind influence on smoke
  • ❌ "white flash" effect
  • ❌ explode calls from script
    • bitmap explosions, shatter, flying debris, etc.
  • ❌ emit-sfx calls from script
    • smoke, wakes, thrusters, etc.
  • ❌ screen shake

In-World UI

  • βœ”οΈ health bars
  • πŸ”§ waypoint indicators
    • βœ”οΈ cursor graphics (thanks Skirmisher!)
    • βœ”οΈ building rectangles
    • πŸ”§ waypoint lines (just crude green lines for now)

"Chrome" UI

  • πŸ”§ minimap
    • βœ”οΈ show units
    • ❌ show projectiles
  • βœ”οΈ "top bar" resource indicators
  • βœ”οΈ build menu
  • πŸ”§ orders menu
    • buttons don't enable or disable depending on the unit
  • πŸ”§ "bottom bar"
    • πŸ”§ hovered / selected unit status
      • βœ”οΈ team color badge
      • βœ”οΈ unit name + health bar
      • βœ”οΈ energy and metal production and consumption
      • ❌ current orders
    • ❌ hovered unit info for build menu
    • ❌ hovered feature info
  • ❌ score tab (hold space)
  • ❌ in-game options menus (press tab)

Misc. UI

  • βœ”οΈ left-click interface mode
  • βœ”οΈ right-click interface mode
  • βœ”οΈ animated cursors
  • ❌ unit group assignment and recall #125

Sound

  • βœ”οΈ unit selection sound
  • βœ”οΈ unit ack sound
  • βœ”οΈ weapon firing sound
  • βœ”οΈ weapon impact sound
  • βœ”οΈ limit volume when multiple sounds are playing
  • ❌ positional-based sound attenuation
  • ❌ music

Chat and Notifications

  • ❌ player chat
  • ❌ unit ACKs
  • ❌ unit under attack notification
  • ❌ commander under attack notification

Networking

  • βœ”οΈ ability to play a network game
  • βœ”οΈ mechanism to keep players roughly in sync
  • ❌ handling of dropped players
    • currently game just freezes with no way to continue

Note: network architecture currently p2p based. This has not worked well for network performance / lag and we would like to scrap this and replace with a client/server model.

Game Management

  • πŸ”§ victory conditions
    • "commander dies: game ends" is the hard-coded condition
    • no "victory" or "defeat" text display
  • ❌ pausing #153
  • ❌ respect game settings

Debug Features

  • βœ”οΈ spawn units
  • βœ”οΈ cob script static variable inspection
  • βœ”οΈ overlays
    • pathfinding
    • collision
  • ❌ control other player

Simulation

Unit Attributes

See Unit Tag Support

  • βœ”οΈ tanks
  • βœ”οΈ kbots
  • ❌ ships
  • ❌ subs
  • ❌ aircraft
  • ❌ hovercraft
  • ❌ veterancy bonus

Unit Control

  • πŸ”§ orders
    • πŸ”§ move order
      • βœ”οΈ single unit move order
      • πŸ”§ multi-unit move order
        • units currently all ordered to go to same spot
    • βœ”οΈ
    • βœ”οΈ attack unit order
    • βœ”οΈ attack ground order
    • βœ”οΈ build order
    • βœ”οΈ build assist order
    • βœ”οΈ guard order
      • unit stay close to guarded units and assist building but will not repair or fire back at attackers
    • ❌ repair order
    • ❌ reclaim order
    • ❌ capture order
    • ❌ resurrect order
    • ❌ patrol order
    • ❌ command-fire (d-gun) order
    • ❌ self-destruct order #132
  • βœ”οΈ factory build queue
  • πŸ”§ standing fire orders
    • βœ”οΈ hold fire
    • βœ”οΈ fire at will
    • ❌ return fire
  • ❌ standing move orders
    • units effectively always hold position
  • ❌ cloaking
  • ❌ transport loading / unloading
  • ❌ air repair pad repair
  • πŸ”§ tracking (camera centers on and tracks a unit as it moves with 'T' or 'Ctrl-C')
    • Ctrl-C and general tracking with groups implemented #114
    • tracking of projectiles (long range cannon, nukes) not implemented
  • ❌ selection shortcuts (double-click unit(?), Ctrl-A, Ctrl-Z, Ctrl-C...) Ctrl-Hotkey implementation Issue list

Features

See also Feature Tag Support

  • βœ”οΈ movement blocking features
  • βœ”οΈ non-blocking features
  • ❌ destructible features
  • ❌ burning features
  • ❌ reclaiming features

Economy

  • βœ”οΈ energy and metal production
  • βœ”οΈ metal extraction
  • βœ”οΈ building consumes resources
  • ❌ resource "refund" / in-progress building decay
  • ❌ weapons consuming resources to fire
  • ❌ storage buildings increase capacity
  • ❌ reclaiming
  • ❌ wind
  • ❌ tidal

Scripting

See also COB Scripting Support

  • βœ”οΈ basic COB script support

Pathfinding

  • βœ”οΈ async unit pathfinder
  • πŸ”§ movement class restrictions
    • βœ”οΈ footprint size
    • βœ”οΈ max slope
    • βœ”οΈ min water depth
    • βœ”οΈ max water depth
    • ❌ bad slope
  • πŸ”§ correct basic handling of multiple unit pathing
    • moving units currently considered obstacles

Opponent AI

  • ❌ basic AI
  • ❌ utilize build weights and limits

Fog of War

  • ❌ basic fog of war
  • ❌ unmapped terrain
  • ❌ radar
  • ❌ radar jamming
  • ❌ sonar
  • ❌ sonar jamming

Misc. Gameplay

  • ❌ unit corpses
  • πŸ”§ teams
    • some support internally for fixed teams

Weapons

See also Weapon Tag Support

  • βœ”οΈ unguided line-of-sight weapons
  • βœ”οΈ ballistic weapons
  • πŸ”§ splash damage
    • no edge effectiveness support yet
  • ❌ guided weapons
  • ❌ two-phase weapons
  • ❌ interceptable weapons / interceptor weapons
  • ❌ kamikaze weapons (crawling bombs)

Environmental Effects

  • ❌ meteor showers
  • ❌ gravity
  • ❌ wind influence

Multiplayer

  • βœ”οΈ public internet multiplayer rooms
    • via RWE launcher
  • ❌ direct connect multiplayer
  • ❌ LAN play
  • πŸ”§ mod management
    • extremely early prototype incorporated in RWE launcher

Misc. Features

  • ❌ game recording and replay

Clone this wiki locally