Difference between revisions of "Summer of Code/GSoC Ideas 2017"

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=== Macromedia Director ===
=== Macromedia Director ===
Technical contacts: [[User:Fuzzie|Fuzzie]]
Technical contacts: [[User:Sev|Sev]]


Difficulty level: Medium. You'll need a reasonable level of programming experience, and probably some Director games.
Difficulty level: Medium. You'll need a reasonable level of programming experience, and probably some Director games.


Many 90s-era adventure games were developed using the Macromedia (now Adobe) Director tool. It would be nice to be able to play these games in ScummVM! We have Python code available which can parse and display the contents of Director 2 and Director 3 'movie' files. This should be enough to implement a ScummVM engine to allow some early Director adventures to be played; for example, parsing the movie files, implementing the frame-based playback system, drawing bitmaps and shapes, playing sounds and running some basic (Lingo) scripting.
Many 90s-era adventure games were developed using the Macromedia (now Adobe) Director tool. It would be nice to be able to play these games in ScummVM! We have a WIP engine in ScummVM tree, but it requires much more work in order to implement all hundreds of Lingo commands.
 
=== Port WebVenture engine ===
Technical contacts: [[User:DJWillis|John Willis]], [[User:Md5|Filippos Karapetis]].
 
Difficulty level: Medium. You'll need to understand JavaScript, as well as a good level of C++.
 
It would be great to support games which were written for the [https://en.wikipedia.org/wiki/MacVenture MacVenture] engine from ICOM Simulations.  It was used in the late 80s and in the early 90s for 4 games. The MacVenture games are still available for purchase from [http://www.zojoi.com/ Zojoi].
 
The [http://seancode.com/webventure/ WebVenture] [https://github.com/mrkite/webventure engine] by Sean Kasun is a reimplementation of this engine, so we (hopefully) already know enough about how it works. Of course, the current code is written in JavaScript, which means we can't use it directly; a new engine needs to be written (in C++) and integrated into ScummVM.


=== Wintermute 3D ===
=== Wintermute 3D ===
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ScummVM has stable support for the older Sierra SCI games, but the newer ones -- such as Space Quest 6, Quest for Glory 4, Gabriel Knight 1 -- still need extensive work. As this is also something we are very actively working on ourselves, please come talk to us if you would be interested in helping out with reverse engineering and re-implementation.
ScummVM has stable support for the older Sierra SCI games, but the newer ones -- such as Space Quest 6, Quest for Glory 4, Gabriel Knight 1 -- still need extensive work. As this is also something we are very actively working on ourselves, please come talk to us if you would be interested in helping out with reverse engineering and re-implementation.
=== Dink Smallwood engine (Cancelled) ===
Technical contacts: [[user:strangerke|strangerke]], [[User:dreammaster|dreammaster]]
Difficulty level: Medium. Good C++ knowledge.
<strike>Dink Smallwood is an action RPG video game, developed by Robinson Technologies, at the time consisting of Seth Robinson, Justin Martin, and Greg Smith. It was first released in 1998 before being released as freeware on October 17, 1999. The game has a small but constant fan following that continues to develop add-ons for the game more than 15 years after its release. The game is also notable for its humorous dialogue and surrealistic themes in various scenes between the gameplay.</strike>
<strike>The purpose of the task is to port the available sources of Dink Smallwood on top of ScummVM's OSystem framework and to make sure it also have a good support of fan's MOD. (about 350 games currently)</strike>
'''''This task has been cancelled due to the existence of the very good and active project [http://www.gnu.org/software/freedink FreeDink]. The scope of this project has been misunderstood when the task was added. All our apologies.'''''
=== Dungeon Master engine ===
Technical contacts: [[user:strangerke|strangerke]], [[User:dreammaster|dreammaster]]
Difficulty level: Medium. Good C++ knowledge.
Dungeon Master was released on 15 December 1987 on the Atari ST, and by early 1988 was a strong seller, becoming the best-selling game for the computer of all time.
It then was ported to Amiga, PC DOS and many other platforms, with the same success. It's considered nowadays to be a reference in RPG game, possibly the title who made the genre popular.
The purpose of the task is to port Dungeon Master's engine and implement it on top of ScummVM's OSystem framework and to make sure it also have a good support of fan's MOD.


=== Bring your own Adventure or RPG ===
=== Bring your own Adventure or RPG ===
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Alternatively (or additionally), you could consider adding other accessibility features.
Alternatively (or additionally), you could consider adding other accessibility features.
=== Cloud integration ===
Technical contacts: [[User:Sev|Eugene Sandulenko]], [[User:uruk|Peter Bozso]] or talk to us on IRC or send an e-mail
Difficulty: Medium. You'll need knowledge of C++, and learn or know about APIs of selected cloud services.
Cloud integration would make it possible to transparently share savegame and game data files between devices. The more providers (Google Drive/Dropbox/OneDrive/OwnCloud/etc...) we could support, the better. ScummVM supports many platforms (Windows, Mac OS X, Linux, iOS, Android, and many others), so any solution would also need to be sufficiently portable.
It would be also nice to have an option for users who don't want to use a cloud service or can't access their device's file system fully (for example on iOS), where they can configure their own server as the data provider.


=== SCI tools ===
=== SCI tools ===

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