TODO

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

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 .loc files from Adrenaline Gamer. Or another way to mark locations in multiplayer (might be useful for singleplayer as well!).