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:

  • localization of system strings (e.g. Unit Attribute Flags)

  • Veterancy (XP)

    • 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.

    • XP is also a HUGE topic:

      • 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.

      • 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.

Incomplete features and Ideas for further development:

  • Autocasting

  • Improve Tooltip.

    • Should be able to display exact (e.g., damage/heal) numbers according to level of unit.

  • Damage/Healing Effects

    • "Type: Flat Amount" works, but "Type: Custom" is work in progress.

  • Upgrades

    • 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.

  • categorize data

    • Categories can already be defined and assigned.

    • But their usage is only implemented in Actors.

    • categorization of data yields a plethora of new options:

      • e.g.: categorize a debuff as "poison" and make an ability that "removes one/all poison debuff/s"

      • e.g.: categorize unit as "undead" → sound actor reacts to projectiles hitting undead units.

  • invisibility

  • statistics

    • how much damage did a unit receive/deal, etc…​ in the current scene’s lifetime?

  • unit drops items on death

  • Abilities:

    • cooldown: groups, location

    • charges

  • splitting item stacks

  • items with targeted abilities on them

  • resurrect units.

  • Mute regeneration.

  • make fonts configurable.

  • multiple weapons per unit.

    • A.t.m. a unit can only equip one weapon at a time.

    • If data is designed such that a unit hast more than one weapon equipment slot and equips more than one weapon, results are unpredictable.

  • add ability to use Energy for something different from "mana-semantic" (e.g. Rage) or introduce a "user-defined resource".

  • NPC Behavior

    • NPC Behavior (Bots) are out of scope for The Button Engine.

    • It would be an Idea for an extension package.

    • Folks that want to develop their own Bots and use TBE will want to interface with the UnitCommandQueue

  • use animation layers and enable moving and autoattacking/casting at the same time.

  • selecting multiple units at the same time.

  • transports (units that carry units)

  • Requirements

    • This can probably already be done via Validators

    • This is for many usecases: A [Player|Unit] requires [at most|at least] <number> [of Unit| of Item] to perform [Ability]

  • etc…​

Other NYI:

  • There are several fields in the Editors that are not yet - or not yet fully - implemented. I marked them NYI in their tooltips. Most of those fields are also ReadOnly.

Do not ever expect:

  • Multiplayer

    • I will not rule out anything, but this is an extreme task.