Not Yet Implemented [NYI]
This product and its documentation wants to do its best to clearly state features that are not yet or incompletely implemented.
Missing features for a Version 1:
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localization of system strings (e.g. Unit Attribute Flags)
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Veterancy is in the progress of being implemented. A.t.m. Units can gain XP and level up, but level up rewards are not yet awarded.
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XP is also a HUGE topic:
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How is XP distributed? Only to the killer? To units in the vicinity of the kill? To units involved in the kill? etc.? I am even thinking users should be able to provide their custom code for XP distribution.
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How does level affect Damage effects? In some cases users will not want/need this at all because they want damage to increase with e.g. a Strength Attribute and/or improved items.
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Incomplete features and Ideas for further development:
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Autocasting will already work with instant abilities.
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Improve Tooltip.
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Should be able to display exact (e.g., damage/heal) numbers according to level of unit.
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Damage/Healing Effects
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"Type: Flat Amount" works, but "Type: Custom" is work in progress.
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The concept of Upgrades is proven to work, but there will be more types of upgrades coming and also a convenient way for the player to buy them.
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categorize data
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Categories can already be defined and assigned.
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But their usage is only implemented in Actors.
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categorization of data yields a plethora of new options:
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e.g.: categorize a debuff as "poison" and make an ability that "removes one/all poison debuff/s"
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e.g.: categorize unit as "undead" → sound actor reacts to projectiles hitting undead units.
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invisibility
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statistics
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how much damage did a unit receive/deal, etc… in the current scene’s lifetime?
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unit drops items on death
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Abilities:
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cooldown: groups, location
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charges
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splitting item stacks
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items with targeted abilities on them
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currently items can only have instant abilities on them.
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resurrect units.
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Mute regeneration.
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make fonts configurable.
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multiple weapons per unit.
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A.t.m. a unit can only equip one weapon at a time.
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If data is designed such that a unit hast more than one weapon equipment slot and equips more than one weapon, results are unpredictable.
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add ability to use Energy for something different from "mana-semantic" (e.g. Rage) or introduce a "user-defined resource".
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NPC Behavior
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NPC Behavior (Bots) are out of scope for The Button Engine.
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It would be an Idea for an extension package.
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Folks that want to develop their own Bots and use TBE will want to interface with the
UnitCommandQueue
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use animation layers and enable moving and autoattacking/casting at the same time.
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selecting multiple units at the same time.
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transports (units that carry units)
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Requirements
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This can probably already be done via Validators
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This is for many usecases: A [Player|Unit] requires [at most|at least] <number> [of Unit| of Item] to perform [Ability]
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etc…