Roadmap
2024
February 29
Now that gameplay is rebuilt (see this article), let’s :
- – Adapt dungeons gameplay for more action :
– More verticality
– More deadly traps
– Make mazes more confusing - – Add destructible elements and mechanics using them
- – Add some “fishy” AI creatures
- – Make sure Earth and Water (maybe wind and dark too if enough time) Elements dungeons are fully ready for test
- – Add some “precautions” against totally accidental items duplication.
- – Add some new crafts related to the creatures and environments previously mentioned.
2023
November 30
- – A Money that stays with you after death (equipment and bags still drop)
- – “Vending” machines, an alternative to crafting your recipes.
- – New beautiful rendering
- – Enemies try to trick you with feints
- – (might stay in-game or not) greenskins can sometimes hit each-other by accident… leading to a heated “discussion”
- – Some AIs optimizations
- – UE5.3.1
- – Still working on the Trailer
- – Enemies can be “staggered” by heavy hits
- – “Boss” creatures attacks change with HP and distance
- – Big 2H iron swords
- – Powers to “sync” with
- – Target locking system
May 1
- – Record some gameplay
- – Make a trailer video
- – Finish this **** Steam page !
- – Add a new type of ‘not always tangible” enemy
- – Keep adding some “key” places
- – Add some rare material acquisition places
March 6
- – UE 5.1
- – New fog shader
- – lots of performances optimizations to target 60FPS
- – Creation of a shadow casting imposters generator to improve foliage performances
- – New accessibility setting : context-sensitive help
- – Help displays the keys or gamepad buttons you can press to use a tool with the environment
- – New custom cursor
- – User can now scroll with mouse or gamepad by reaching bottom of craft list, inventory controls menu…
- – Lots of bugs fixes
- – Added magic cercle trap triggers, fire breathing trap, ice shard projector, dark thorn tentacle plants
- – Added some chaos destructible and related gameplay mechanics
- – Added some caves under and above water
- – Improved damage tracing with a “net”
- – Added underwater filtering machine
2022
September 30
Make a Demo | video so I can at least share real gameplay
- – Implement Epic Online services
- – Cut 1/4 of the map to focus on it
- – Polish resources gathering
- – Polish building
- – Finish important areas (villages, dungeons, “special” things
- – Make sure AI basic functionalities work
- – Implement and test AMD FSR 2
- – Record Gameplay
July 31
Supposed :
- – Make a solid UE5 base
- – New main menu map
- – Optimize loading and character spawn
- – Optimize rendering to keep the stylized visuals but also allow players to hide in the shadows
- – Add contaminated Elves (civilians and knights)
- – Optimize resources gathering (network)
- – Steam Workshop account creation
- – Update assets for sell on Unreal engine Marketplace (need money 😖 )
- – Optimize (network) and debug building
- – Improve menus visual aspect
- – Make as many meaningful visuals as possible
– Create some video content showing gameplay– Crowdfunding ?
April 30
- – Create modular Goblin village (Fences, altar, all parts of buildings)
- – Get COVID-19 out of my system
- – Create the SpaceBin ship interior
- – Prepare the introduction video
- – Polish a zone (probably Green Magic one)
- – Intro cutscene on Youtube
- – Double-check building system
- – Port to Unreal Engine 5.0 !! (once all plugins are compatible, I was only able build some on them by myself)
February 28
- – Improve Torches supports
- – Improve mana lightning strikes. Make it fearsome !
- – Debug and improve sprint switch
- – Add Steel armor
- – Add Sci-fi guns
- – Improve AI aggro with a dynamic points system
- – Add Green skins
- – Improve village generator
- – UE5 released ? Maybe port ?
2021
December 31
- – Fully implement mana thunder clouds.
- – Improve stars background post-process to give the best visuals at any height
- – Improve day / night lighting for better gameplay experience
- – Add Teleportation Node Thrower
- – Improve ledge climbing, make it smoother
- – Improve unarmed jump and jetpack animations, avoid frontal overlap when colliding
- – Add physics to items when a player is near (to avoid unnecessary resources consumption)
- – Add “telekinetic” control over items, allowing player to move / store them where they want
- – Add Choice to keep sprint key pressed to sprint or toggle sprint with this key.
- – Add Tallow and Rags. Rags can be recycled in rolls of fabric
- – Pray for UE5.0 release
- – Add Mana Mixer and staves crafting
- – Add Character and base spacesuit colors customization.
- – Add Character customization menu (more like “proportions” and colors) when entering a game for the first time
- – Add Iron armor
- – Add Torch (“building” and handheld)
October 31
- Improve dodge timings
- Add fire and lightning magical swords
- Add Cloth production bench
- Start writing some village ruins generators
- Pray for UE5 again
- Add Recycling Gun
- Improve menus with mouse and game controller
- Improve ballistics to simulate bullet “speed”
- New “cartoonish” Post-process Shader
- Respawn selection improvement, with anti-stuck and collision issues function.
- Beautiful (Of Course ! :-p) new Fire effects
- Improved animation control for non-rootmotion animations, allowing, like dodge, player to re-orient or cancel chained melee attacks.
- Revamp Crafts leveling and the related UI.
- Add low nutrients and H2O consequences
- Add contamination consequences and vFX
August 31
- Fix AI navigation issues
- Improve movement and fight fluidity
- New “Aim Down Sights”
- Add Runic Robes
- Add Runic Ink, Fabric roll
- Rewrite damages types, influencing base Armor value :
– Physical part : Piercing, Blunt, Slash
– Elemental part : Fire, Ice, Wind, Earth, Light, Darkness - Rewrite anti-grav belt
- Add Jetpack
- Pray for unreal engine 5 quick release
- Rest a bit ’cause … 👻😵
June 30
- Fix my computer and other pressing issues
- Re-model giant trees and improve textures
- Add pure water flower fountains
- Finish Leather chest and legs Armor
- Add backpacks, jetpack and climbing claws
- Improve and optimize water and falls (not use Epic one, not convenient here)
- Add environment details
April 30
- Rebuild the basic map at a better scale with resources in place
- Damages types and Elements
- Add crossbow and magic staves
- Add Spike Traps and “spikey” defensive walls
- Add Endurance and Jump stats
- Improve multiplayer characters spawning
- Update armor stats data tables and UI information
- Optimize Weapons, armors, resources LODs and textures
February 28
- improve fire arms
- add powder and cells production
- add ammo production
- Fix a huge bug due to some UE4.25 landscape major bug
- Upgrade to UE4.26
- Scanner and ability to mark “machines”
- Add Building Stat + Level
- Add basic “Dungeon”
2020
December 31
Finish craft basics :
- Stones, flax, berries, meat, water (polluted or not), etc…
- Transformation : workbenches, Cooking, cutting, parts creation…
- Basic weapons : pickaxe, hatchet, hammer, wooden sword…
November 18
Basic AI enemies able to attack, roam, run including :
- Skeletons attacking, taking fire, “feeling” hits and falling apart when die.
- Wolves attaking, tracking.
Items Drops added.
August 1
Basic mouse and keyboard + gamepad basic movements incuding :
- directional moves
- free “roll” dodge
- edge climbing
- crouched movement
- Melee with and without weapon attacks + ranged attacks