Features and mechanics that directly impact the player
Skills, their cost and utility to the player
Time-based and Activity-based systems to generate skill points
Variety and utility of player skills
Realtime chat features, channels, direct messaging, and more
In-game mail system for players to communicate asynchronously
Player group mechanics and features - Primarily two types
A dynamic player collection that is primarily to help players organize while deployed on zone
A player group mechanics that will function as a 'Guild' offering similar features
Features and content to help (new) players learn the game
A full tutorial flow to introduce player to the essential controls and actions
A dynamic or static repository of helpful materials that could be any guide or tutorial that can be referenced by players
Features that allow players to 'discover' information about items or mechanics as they encounter them. Tooltips, 'more-info' options..
All of the resources, components, and products players can build, combine, fit and use to advance in the game
Item storage in cargo, base storage and more. Limited and unlimited with fees.
Primary mechanism that allows for fitting of Equipment and is the required element to embark into the zone
Rules, limits, and mechanics for allowing or disallowing particular module combinations on particular chassis
Base attributes and values that determine the function and performance of the chassis in particular areas
Bonus system that provides state enhancements when the player increases particular skill levels
Items that enhance or provide additional functions to chassis.
Items that are consumed by Equipment when required to activate
Deployable or other consumable items
Items, value, and the exchange of
Features that enable Item creation and production from other item resources
The features that enable players to transform items in the production chain, using different facilities at different stages
The full production chain from raw materials to finished products
Market features that allow players to obtain items, and sell items for currency
Features to allow players to request goods or post goods for sale
Dynamic NPC orders and actions on market to provide baseline movement and ensure availability and demand for key goods
Everything experienced 'on-zone'. The world being a network of connected Zones by way of Teleports
Combat mechanics
How Players or NPCs can initially discover the presence of enemy chassis nearby
System to direct fire of module activations
Damage application and remediation, repair, resistance, and more
Cover, blocked shots, and hit probabilities
Localized advantages based on terrain properties of either the source or target's position
Server-side physics system to provide legal movement consistency to all clients
Activities players can engage in on-zone to obtain resources
System to obtain raw Ores by means of scanning
System to obtain raw Research Elements by means of scanning and exploring
Combat with NPC chassis that yield other raw materials
bases, teleports, and other static elements on zone that players can engage with
Walkable and impassible areas, high-ground, cover and more
Weather, time of day, seasons and other things that could apply effects or be merely for a more engaging visual experience
Features, mechanics, and parameters to customize the PVE combat experience
The stack to control and provide different behavior that is either innate or situational - and able to be configured - providing a scale of difficulty not linked to merely item power
NPC presence on zones, how they enter and respawn, interact with each other
Tracking all of the art generation and work that is not strictly related to the development of particular features listed above.
What the game is about, what the player is doing, how they fit into the world, and what are the motivations extrinsically
Tracking the initial phase of art generation to cover all items with custom art work - at least a first pass
Tracking the initial phase of art generation to cover all items with custom art work - at least a first pass
A goal to track UI polishing of various features and views in the game, zone interface, base interface, etc
This tracks the completion of a 'first pass' balance effort on all parameters in-game that have yet to be reconciled
Creation of, and balance of all items and item parameters - Development of balancing regime for vertical scale
Balance the core constants, limits, of physics, ranges, and other on-zone combat parameters that simply need to be set
Balance of resource availability, amounts, rates, along with their consumption in production processes to attempt targeting a rate that will match demands
Balance difficulty, engagement and rewards for PVE combat activities via NPC entities and mechanics