Would likely create a separate campaign/mode to highlight these elements. * Option to hide (partially) parts while buildingĬOMBAT + CONFLICT - More gameplay elements/parts/etc that focus on action and conflict. * Logic parts with limited programmability * Rotating/snapping (and moving/separating selected items) SUPER VEHICLE BUILDING - Adding lots of enhancements to vehicle building to make more complex builds easier/faster to create. * Support for importing meshes for the world geometry and ability to disable water plane * Workshop support for islands + structures * Support for painting blocks different colors (insides/broken pieces will remain same color) * Wedge blocks for structures to increase potential structure shapes significantly WORLD BUILDING - Focused on expanding/improving the island/structure building possibilities and adding Steam Workshop support. All those caveats aside, let's get to it: Some of this stuff listed below will *NOT* make it into the game, while other unlisted things likely will. These are grouped by general theme, but that doesn't necessarily mean all the stuff listed under each heading will be in the same update. Not going to give a specific order to these tasks yet, but get down the big picture of what's planned long-term. You can see the previous roadmap below, but keep in mind it is no longer accurate (for example, the game will have only one massive campaign, not 4 separate ones).ĮDIT NOTES : Focusing this post on the big picture and tasks ahead. Once the new campaign (2-3x longer than the current one, and much more varied/fun) is in, and the vehicle building interface is revised, the focus will shift towards determining what remains to reach version 1.0. A major revision to the vehicle building UI is coming after the campaign is mostly complete. You'll still be able to use custom vehicles to complete missions AFTER you complete them with the built-in vehicles. Vehicle building will be less of a focus, and not required at all for the majority of missions. 50+ new maps, each with custom, high quality vehicles are coming summer of 2023, along with a more streamlined experience. UPDATE NOTES : The main campaign is now the primary focus of development. The PS5/XBSeries versions of the game are expected to launch a couple months (or more) after the Steam version. The progress for the campaigns will likely be reset for version 1.0, though custom vehicles/maps/etc will NOT be affected by any resets. Updates prior to 1.0 will not include all the missions/vehicles/story elements. The final polish pass for the game will include optimizing many elements, and adding Steam things like achievements and cloud saves. Localization will be redone for all elements (there's a LOT of text in the game).ĥ) Optimization, Steam achievements/cloud saving, etc. Some UI elements still need to be finalized/improved, while options are the most certain thing to get a bigger revision. About 10 additional parts will be added as well.Ĥ) Options UI update, other UI tweaks/improvements, and localization redo. All the Jenkins VO lines will be replaced, while Iris will be filtered to be more synthetic-sounding (she's an automated assistant). The final numbers may be a bit lower or a bit higher.ģ) Voice over updates and new parts. Plan is to have as many as 30 missions in the Build & Destroy campaign, and 50 in the Main Campaign. Many vehicles exist in near final form, and most additional vehicles will be a variant of existing ones (mostly for Challenges). These new elements will allow for more variety and fun in the campaigns.Ģ) Adding more missions/vehicles. Also includes some tweaks to how the Kraken works. This will likely take a month or so of work, depending on how things go. UPDATE NOTES : Leaving old stuff down below, but major remaining tasks as of November 2023 (version 0.415):ġ) Adding enemies and more obstacles/objectives.
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