(pinned) Estimated Roadmap
This is the estimated Roadmap with NEW features or changes. There is no fixed timeline or order, I will develop the features as I see fit or based on user feedback / urgency.
See W.I.P. as an indicator of features that are currently being worked on.
- Enemies / Weapons:
- Ice Asteroid
- An asteroid that freezes nearby objects when struck or touched.
- Frozen state mechanics for players and enemies
- EMP Rockets / Mines
- Objects that emit electromagnetic pulses, disrupting nearby electronics and disabling them temporarily.
- EMP mechanics for players and enemies
- W.I.P. Asteroid Thrower
- W.I.P. An enemy type that throws nearby asteroids at the player.
- Done Tractor beam mechanics for players and enemies
- Devastator
- An enemy type that shoots splash damage projectiles that will block certain areas.
- Splash damage mechanics.
- W.I.P. Drones
- Different drones that will be used for various purposes (helping enemies).
- Done Attack drone
- A small unmanned attack ship, mostly for tutorial purposes.
- Perhaps later on deployable by the Drone Carrier.
- Repair Drone
- Repairs nearby enemies.
- Defense Drone
- Shoots rockets that were fired by players.
- Drone Carrier
- Deploys drones.
- Command Ship
- An enemy type that boosts the abilities and stats of nearby enemies and shoots a giant laser.
- Space dividing laser mechanism that insta-destroys everything in its path.
- Laser Mine
- A mine that will work only in pairs: If one mine is near another one, they will span a laser barrier as long as they are within a ceratin range to each other.
- Infected ships
- Biological horrors ;-)
- Boss Fights
- There are three bossfights planned (TBA).
- Gameplay, Controls, minute-to-minute gameplay
- Level / Gameplay overhaul
- Done Make a much slower introduction into the gameplay and speed up later on
- The introduction is too fast for new players. The handling of the ship is pretty much maxed out which leaves not much room for improvement later in the game. I don't have really touched that much on gameplay mechanics and player progression.
- W.I.P. More evasion options and advanced controls.
- The game needs more complex controls to better support the gameplay and provide more variety in player movement and interaction with the environment.
- Testing different control schemes and player feedback to improve gameplay.
- Done Player Evasion
- A short evasion time in which the player can avoid incoming attacks. Works similar to the Zelda B.o.t.W. endurance system
- Needs revision; I'm not sure if I like the "feeling" about it
- Using Player feedback to improve gameplay.
- Must test various ways to use obstacles to create more interesting levels.
- Asteroids only are a bit boring, but work well with the enemies' intelligence. More complex objects like asteroids with different shapes and sizes, or even more advanced objects like pipes or complex debris may be too complicated to navigate. Therefore, it must be tested.
- Bonus levels with some sort of autoscrolling and obstacles
- Balancing and progression!!
- Do the perks enhance the gameplay, and do they solve problems that the player does encounter?
- Are perk values balanced?
- Do the levels have enough variety and challenge?
- Multiplayer enemy scaling
- The number of players has no impact on the difficulty of the game, YET.
- Music
- I need several tracks for action sequences and menus
- Must test AI-generated music to see if that works. This is a long shot, but it could be a good option if I can't find anyone who can create professional music for a reasonable amount of money.
- Character Portraits
- Need to find someone who creates professional character portraits to replace the AI-generated placeholders
- Finishing story elements, cutscenes and voice-overs
- Adding more story elements and creating more "cutscenes"
- Voiceovers must be overhauled and redone.
- Finishing localization (Text only)
- Audio is always English, but subtitles should be in several languages...
- Perks / Meta
- Obtaining Perks:
- Instead of unlocking through resources, it would be better to obtain perks through interaction with matching enemy types. E.G.: The homing rocket is unlocked by defeating enemies that have a rocket launcher.
- W.I.P. Evasion updates:
- Evasion Duration
- Evasion cooldown
- Done Different options for the primary gun:
- Triple Shot
- Three bullets, but only one-third of the damage
- Heavy Shot
- Double the damage, half the cadence
- Charge Shot
- Charge for more Damage
- Damage Increase
- Increase damage by some tiers
- Range Increase
- Increase range by some tiers
- Cadence Increase
- Increase cadence by some tiers
- Decoys
- Will distract rockets and mines
- Repair field
- Creates a field of nanoparticles that repair players or enemies within
- Damage field
- Creates a field of nanoparticles that reinforces damage of certain bullets or rockets that fly through it
- Sniper Gun
- Special Weapon like the one of the sniper enemy type.
- Gravity Blast
- Special Weapon that will blow away physical objects.
- Bugs / Tasks / ToDos
The tractor beam effect sometimes persists after the asteroid launcher has been destroyedFast-forward in spawners when the player clears enemies too fastExplosions don't affect all objects correctlyRELEASE A (completely unbalanced) GAMEPLAY DEMO / PROTOTYPE ON ITCH for feedbackThe Endscreen is not shown sometimes, which prevents further gaming :-(- The 4 Player UI layout has too much Space between the selection areas
- The resource asteroids should 'blink' occasionally to make them more visible and engaging
- Shield Ram, Advanced Fighter and Ranger explosions must use their own assets (Using fighter's assets ATM)
- Keep the music of the highest enemy tier even if there are nor more enemies of that tier to avoid abrupt changes in the game's atmosphere.
Resources are sometimes dangling so that the player can't pick them up.Play the battle music longer after the last enemy has been killed- Statistics
- Shield Generator flee behaviour: Never drop self-shield if under fire