TODO #
This is the list of features that would be nice to have in our codebase. You are welcome to do a PR!
Monsters #
New monsters #
monster_alienflyer
monster_bodyguard
monster_kingpin
monster_stukabat- monster_archer (probably should shoot spikes like pitdrone or some kinds of electric bolts)
Engineer’s Sentry Gun (3 different levels)- Drones from Sweet Half-Life
Chumtoad from Sven Co-op or Todesangst 2- Melee weapon humans like in Condition Zero: Deleted Scenes or Point of View.
Monster’s abilities #
- Support for security guards reload (in Half-Life they never need to reload).
Ability of scientists and medics to revive allies (including player).
Alien grunts throwing snark nests.- The ability for blackops assassins to throw flash grenades.
- Leap ability for gonomes.
- Zombies that spawn headcrabs when they’re killed not in the head.
Monster configuration #
- Replaceable skill values per entity template (so monsters of the same class could use different damage values).
- Configuration of monster’s weapon (e.g. let barneys wield shotguns, let human grunts wield sniper rifles, etc.). This should allow to implement variety of human-like npcs via entity templates, e.g. HEV scientists from Sweet Half-Life.
- Configuration of monster’s dropped items.
- The option to turn off certain attacks for monsters (e.g. to make melee-only alien grunts).
Weapons #
New weapons #
weapon_uziakimbo
TFC Flamethrower
TFC Grenade launcher
TFC Nailgun
TFC Engineer’s blaster (railgun)
TFC Sniper rifle- DMC/Quake lightning gun
Vortigaunt hands
flash grenade - should also make monsters temporarily blind- Plasma gun from Sweet Half-Life
New attacks #
Secondary attack for shock roach
Throwable crowbar/knife
Throwable grenades from TFC #
nail grenade
napalm grenade
MIRV grenade
Weapon configuration #
- Support for holster animations.
- Configuration of some visual effects on view models (e.g. beams on shockrifle and displacer).
Player upgrades/effects #
A generic way to describe player upgrades/effects. It should support creation of something similar to DMC artifacts and Opposing Force CTF runes.
Monster status effects #
Status effects like burning, frozen, electrified, stunned, poisoned, “silenced” (can’t use abilities), etc. Status effects should be applied by attacks, environments or triggers.
New entities #
env_beamtrail
env_elight
Dispenser - entity that gives player ammo and armor on touch.
Entity features #
Support for Movewith from Spirit of Half-Life.
Ability for player to repair ally turrets and breakables with a pipe wrench.
Breakable doors
Client-related features #
Visual effects #
Particle system from Spirit.- Hit particles for materials (like in Day of Defeat).
Smoke effect (like smoke grenades from Counter-Strike)
Grass
Splash effects when firing at water (like in Sven Co-op or Day Of Defeat)- Decorative dangling ropes (similar to move_rope/keyframe_rope from Source).
HUD #
- Floating combat text - damage numbers appearing when monster is hit.
- Radar from Counter-Strike (configurable in regard to what entities should be displayed on the radar and how)
Global stuff #
- Support for bigger maps.
- 3D Skybox implementation.
- Ability to build game libraries with server-only weapons (e.g. for singleplayer-only mods)
Multiplayer features and modes #
Multiplayer (especially deathmatch) is not focus of Featureful SDK, so this is very low priority stuff.
- Join team interface should work in team deathmatch.
- Out of the box vote system for map change and player’s kick/ban.
Capture The Flag support (for Opposing Force, Adrenaline Gamer and Team Fortress Classic maps)- Last man standing mode (Adrenaline Gamer)
- Duel arena mode (Adrenaline Gamer)
- Configuration to spawn players as spectators first when they join the game.
- A command to prevent any players from further joining except as spectators.
- Support for
.locfiles from Adrenaline Gamer. Or another way to mark locations in multiplayer (might be useful for singleplayer as well!).