Joined: Sat Jul 14, 2012 11:28 am
Research in and storage via tape drives.
Bulkhead door placement and building.
Door locking, when clicked.
Fruit picking behaviours.
Fossils being carried to lab by the Imps and researched by the colonists.
Disassembly of objects. Objects will be set to be disassembled, and the colonists will break them down. This can also be placed to destroy things like grass and foliage.
Progress reports set to a mail icon in top left rather than annoying the player.
Interaction point sorting and other tweaks – Colonists will try to use the nearest side of an object.
Backfill command for the IMP. Imp sets and explosive charge and causes a controlled cave in.
Credits menu option.
A regroup command that makes the colonists assemble in the starting room.
Basic saving/loading of level data. Mostly likely just level layout.
Use of workshop drill.
Rare minerals drops (computer objects will require them to be built).
Earthquake functionality. Earthquakes will cause cave ins and colonists will react to the shaking.
Seismic station. Building these spread across a level will allow you to get prior warning of earthquakes and their strength. (perhaps reduce the damage they cause on built objects)
Save loading polish.
Colonist reports specialised, to give more gameplay tips to the player.
Alien creature. Most likely the creature codenamed “brawler” at this point. Basic world interaction, searching out food etc.
Solar flares becoming destructive.
Another pass of the colonist reports, to ensure solid variation.
Expansion of creature AI. Social grouping etc.
Tutorial second pass. Potentially including VO.
Colonist advanced features, socialising, pet interaction, patrolling.
Medbay advanced colonist treatment resuscitation.
Art assets assessment, polish.
Getting the rest of the backer heads in.
First pass of text localizations.
Weather station object. Will provide prediction of storms, cloud cover etc.
New IMP model, animations etc.
Two more alien creatures.
Reintroducing Lava flows.
More fauna and flora.
Here we start on the campaign.