Rough roadmap to 0.50

Discussion of Maia's on going development, including modding.
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SimoRoth
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Rough roadmap to 0.50

Post by SimoRoth » Mon Dec 09, 2013 1:27 pm

A rough road map of some of the planned features up to 0.50. Things have become very fluid due to the Steam release so this may change regularly. Milestones are roughly 2 weeks.

0.39

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.


0.40

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.


0.41


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.


0.42

Alien creature. Most likely the creature codenamed “brawler” at this point. Basic world interaction, searching out food etc.

Ecosystem balancing.

Solar flares becoming destructive.

Another pass of the colonist reports, to ensure solid variation.


0.43

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.


0.44

Code quality/cleanup/bugs.

Art assets assessment, polish.

Getting the rest of the backer heads in.

First pass of text localizations.

0.45

Weather station object. Will provide prediction of storms, cloud cover etc.

New IMP model, animations etc.


0.46


Two more alien creatures.


0.47

Reintroducing Lava flows.


0.48

Water floods.
More fauna and flora.

0.50

Here we start on the campaign.

PaulLFC
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Re: Rough roadmap to 0.50

Post by PaulLFC » Mon Dec 09, 2013 3:55 pm

Interesting, very much looking forward to seeing how the game develops, enjoying it so far!

Will object and room selection eventually be done through UI buttons rather than (or even more preferable, in addition to) scrolling through them with keyboard keys? (Perhaps through a second row of pop-up buttons above the 3 current ones?) If yes, is this likely to be before or after 0.50?

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SimoRoth
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Re: Rough roadmap to 0.50

Post by SimoRoth » Mon Dec 09, 2013 4:00 pm

UI changes will come as the game evolves, may happen sooner than later!

Cormorant
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Re: Rough roadmap to 0.50

Post by Cormorant » Mon Dec 09, 2013 4:52 pm

Atmosphere generators could do with some kind of overlay to show how much area they cover. It's hard to tell if you should put one in every room or just stick one down in the middle of the cavern.

Guraan
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Re: Rough roadmap to 0.50

Post by Guraan » Mon Dec 09, 2013 6:38 pm

this looks really nice! keep up the good work

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SimoRoth
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Re: Rough roadmap to 0.50

Post by SimoRoth » Mon Dec 09, 2013 9:11 pm

Cormorant wrote:Atmosphere generators could do with some kind of overlay to show how much area they cover. It's hard to tell if you should put one in every room or just stick one down in the middle of the cavern.
They don't cover an area. It's air and behaves as such! :p

Guraan
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Re: Rough roadmap to 0.50

Post by Guraan » Mon Dec 09, 2013 10:19 pm

btw, a bit off topic but since i have not been able to do it, here it goes; moving already build things, like beds etc in the same room? anything that already exists or berhaps should be on the these stages of the roadmap?

angelous
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Re: Rough roadmap to 0.50

Post by angelous » Tue Dec 10, 2013 3:57 am

This road map is Amazing :) 10-ish updates each every 2 weeks, 20 weeks-ish for all this? Godspeed Simon :)

Also: Why is there no 0.49?!?! D:

Ans extra question: why are there regularly small 250kb updates in Steam? D:

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marsbound2024
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Re: Rough roadmap to 0.50

Post by marsbound2024 » Tue Dec 10, 2013 5:10 am

This is a very interesting roadmap. I am also curious as to why there is not a 0.49 release. I can't wait to see how 0.50 pans out and I am curious as to your idea of how the campaign would start/evolve. As I stated in the introduction, I am an avid writer and thus I enjoy writing works of fiction. It would be an exciting task to bring the world of Maia to life in a campaign mode. Therefore, I'd love to be a part of this development. Of course, I defer to Simon for his goals for the game and his expertise in this area, so I am only offering my two cents. Regardless, I do believe this will be an excellent game and I'll likely pick up a copy off Steam soon to see what it's like and to see if I can assist with bug reporting/development/suggestions.

Thanks again!

- Derek

hawkeye122
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Re: Rough roadmap to 0.50

Post by hawkeye122 » Tue Dec 10, 2013 5:52 am

This sounds awesome. I can't wait to see the game progress, with as fun as it is now!

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