Roadmap

2023
May 1

Try to communicate

  • – 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

5.1, context-sensitive help, performances

  • – 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

Demo

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

Be visible

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

Mapping

  • – 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

Non-player things

  • – 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

She liiiives !

  • – 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

More stuff, more craft

  • 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

Fight !

  • 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

Problems, water and heights

  • 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
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