These are minor issues, or essential issues that we'd do well to address as priority #1.
Administratory
- Reorganise forum stickies (Done, by me)
- Fix autopack mirroring (Done, by me)
- Fix devpack compiler (Done, by me)
- Implement automatic sprite completion tracker, using the repository status field to track completion (Done, by me)
- Overhaul item completion trackers at the wiki (Do we still need them?)
- Complete project spec and start vote on implementing it (done, passed voting)
- Write tool for tracing a specific sprite into a repo release. (done, by me)
- Write guide for developing 32bpp NewGRFs
- Fix bugs in the EZ patch (no longer needed)
- Fix rendering bugs/glitches that pre-exist in OTTD but are made more prevalent/apparent/visible by the EZ patch (waiting for documentation, by me)
- Draft spec for 32bit NewGRF format (not needed any more)
- Implement aforementioned format to gain support for creating a standalone base set (done, by Michi_cc, Rubidium, frosch, peter1138, et al)
- Complete an EZ temperate set to market the patch/project
- Model ingame items.
- Turn sprites into playable packages. ("Coding")
- Convert old packages at the repository into modern standard tars. (Ask me for admin privileges.)
- Write tutorials and guides for the wiki Graphics Development Documentation.
- Do codework to solve the problems documented in this post.
- Recruit people.
The roadmap should serve as a ballpark indicator of where we're heading.
Feature requests a.k.a. the "wet dream diary"
These are graphical features that people would like to see in the game, or stuff that should/could/would be nice to be implemented in the game in the future.
These are directly related to the 32bit graphics rendering engine, extra zoom, or indirectly related, caused or made more important by the possible adoption of 32bit-EZ in trunk.
They would most likely be pet projects of a few programmers, not feature requests aimed at the actual developers.
- Implement a more visually pleasing ("realistic") way of reversing trains, instead of just "flipping" them
- Implement triangular sprites for fields to use on coastal / railway tile corners
- Add possibility more variation in sprites for tiles to reduce repetition in tiling (for example, coasts, hedges, fences)
- Match track gauge on diagonal track piece to other track bits, and remove sharp points on the corners with sprites built from elements.
- Related to above: implement smooth terrain (changes the tiling system)
- Break free of the half-tile vehicle length cage
- Implement more vehicle angles for slopes and curves
- Implement an infinitely scalable GUI (make playing easier/possible for people who can't see what they're doing with the current GUI)