TODO List
This list will be the most up to date public accounting of what is on the horizon. The roadmap % completion of various systems is no longer very useful because many of them are "complete" as originally scoped, and are now undergoing refinement and increasing scope. So tracking % completion of a broad category is kind of useless.
The list below does not indicate size, priority, or even if I am fully committed to the feature. It is just my best attempt to disclose what I am working on, or thinking about adding.
Player systems
- Contacts + Block list
- Skills to enhance/unlock capabilities on Industry facilities (concurrent jobs, reduce job duration, etc.)
- Player Log data to display structured data
Base features
- Better undock screen/flow, Base info display
- Better more engaging/graphical Chassis equip window
Items + Attribute systems
- New Mechanics and attributes
- Reduced damage against moving target; counter w/ Weapon Accuracy attribute
- Reduced damage while move; counter w/ Weapon Stability attribute
- 2nd Non-LOS targeting lock type, longer acquisition time
- Ewar: break locks on self, or scramble target's locks
- Cut-engines / semi-Stealth but immobile (innate capability to any chassis)
- AoE Weapons (perhaps npc only, TBD balance)
- 'Railgun' Sniper-like, no LOS, very low stability (stationary shooter, TBD balance)
- Ensnarement, speed reducing equipment to "tackle" target, prevent/reduce chance of escape
- Deployable effect emitters, fixed duration, limited range
- Mobile repair item
- Trap/ensnarement device
- Sensor-defeat field
- Damage types and resist (Debating this..)
World
- Control Node features:
- Control modules to enhance Base facilities (increased facility efficiency)
- NPC Boss features
- Unique weapons, capabilities, AoE
- Jumpjets, teleportation
- Day/night cycle + effects
- Combat
- Damage type and Resist system (rock, paper, scissors)
- Tiles to increase speed (highway)
- On-Zone Group features (squad)
- Limit effect of AoE deployed devices, or equipment effects
- View group members, manage, kick, invite
- Dedicate chat channel
- Storyline Missions
- Missions with sequencing requirements
Misc
- Story/lore/background
- Rebalance pass over everything
- Chassis, equip, and resource usage
Misc Technical features
- New Player Experience
- Old Walkthrough tutorial needs updating or better integration
- Music
- Sound with animations
- On-zone info display or help integration
- Optional modal, expanded description or lookup
- Proximity chat / message display by player on zone
- Alternative: limited emotes/signals
- Proper devicepixelratio scaling of zone ui
- Better text rendering on canvas
Done
Just a list of what is already in game and deployed.
Might be incomplete or abbreviated compared to the TODO as this wasn't directly tracked item by item as it was implemented.
Player systems
- Info Logs: wallet/market transactions, kills/deaths, etc.
- Skills
- Pre-requisites, attribute bonuses
- Skill point generation, activity and time based
- Communication
- Realtime chat, channels, custom channel creation
- Mail, inbox/outbox, player lookup
- Groups
- Organization creation, list
- Invite, apply, kick
- Dedicated chat channel
Base features
- Inventory management
- Chassis hangar, active chassis equip view
- Paginated item storage
- Drag and drop interface
- Industrial facilities
- Each crafting stage with unique inputs, outputs and processing
- Job view, preview costs and bill of materials
- Market
- Searchable item list navigation
- Post order buy/sell
- Buy/Sell from open orders
- NPC buy/sell orders and automated buyer/seller agents with dynamic pricing
Items
- 3 Resources, raw, refined materials, product compositions
- Chassis, 4 basic variants
- Slot and fitting cost system
- Base stats and skill based bonuses
- 3 Weapon types, varied cycle, alpha, range, energy use, LOS
- Enhancing equipment for energy, sensors, targeting, speed, damage, miner efficiency
- Active and passive variants
- Deployable items
- Control nodes
- Containers for on-site temporary storage
World
- 3 zones, gradient of challenge and risk/reward
- Structures: Base, Control Nodes, teleports
- Control Nodes and mechanics
- Player and NPC nodes, effect emission, Zone control
- World map
- Chassis movement and navigation, autopilot
- Reverse acceleration, turning velocity vs. linear velocity
- Mission/Quest system
- Zone event/encounter system
- Ambush, hidden treasures, world events
- NPCs
- Customizable variants, controllable attributes, loot tables
- Behaviour trees, defensive and aggressive types
- Combat
- Basic mechanics: damage, range, LOS, targeting,
- Tactical bonuses: high ground, orientation, direction of fire,
- Resource acquisition
- Ore / Datacrypts, unique scanning/discovery mechanics
- Terrain features
- Altitude, 2.5D world, LOS calculation based on slope intersect
- LOS and walkability obstructing tiles
- Tile-based effects or properties
- Atmosphere and effects
- Weather, visual and zoneeffect
- "Fauna" elements
- Decorative sprites and zone elements
Misc
- New Player Experience
- Integrated on-zone Tutorial, skippable
- In-Base walkthrough of UI and base activities, optional
- Help resources
- Item detail lookup and info display
Misc Technical features
- Player account password recovery (email)
- Customizable Zone view and HUD overlay
- Realtime chat and notification system
- Feedback/Bug Report submission form