My hope is that I'll mirror last summer, when I wrote four thousand lines of code and put in most of the ground level framework, a running simulation, in the last two weeks of summer. This summer, when school starts, the line count is going to pass 30k, and BNov will be a decent game (okay, so maybe I'm a little hopeful).
Here's what needs to be done:
- The network needs to be finalized and written. This is pretty big, but we have a lot of the lower level stuff. One of the big issues is that the most recent version has issues running locally.
- Models need to be made. This is also big, because it involves both graphics modelling and Python scripting - and frankly, I suck at graphics modelling.
- A closely linked objective is better AI. At the moment, things (torpedoes) might sort of hit something if you're really lucky, and you shoot a lot of them. This is also tied into number four.
- This last one is big only emotionally. The SONAR model must be set in stone, at least for some period of time. I don't think we can't decently meet any time goals if I keep on rewriting it from scratch (anyone who looks at the code will realize that there is actually 2 complete rewrites of the SONAR module, both of which are enabled and running at all stages of the game.)
- The user interface. Need I say more? We need to clarify what we expect. Speech isn't what we thought it'd be, sadly. I'm impressed, but the possibility of failure is too high for, well, controlling navies. Perhaps some sort of confirmation method would be preferable? (Some sort of Windows style "Are you sure you want to dodge the incoming torpedo?")