Loading...
The current roadmap for the next major update. Content is arranged by priority, but not listed in order besides that.
Armor/Cloth System - A system with all kinds of stats and is highly customizable. It will include armored surfaces with a list to configure any type of damage with different options for each one and the same for armor, to being more resistant, immune or weak against any type of damage, allowing to configure the relation between armor and each type of damage and with damage multipliers (from 0 to any %).
Armored Surfaces - Surfaces that will have settings that will determine how much resistance they are against projectiles, including ricochets, piercing bullets, explosives, etc.
Crafting System - Recipes, creation of objects, materials, structures, tools, etc.. including work stations, recipes, blueprints, cooking, and more.
Farming/Harvesting System - Mechanics related to farming/harvesting.
Survival Elements - Such as stamina, hungry, thirty, body temperature, and other stats, like poison and similar.
Customization - Customization of the character to use at the beginning of the game, including initial states and similar skill elements and abilities.
Customization - Customization of character in-game at any moment, including selection or single-player, coop, or online multiplayer menus ingame
Player Swap - Ability to swap between characters in the game, similar to GTA V or agents of mayhem.
Full Body Awareness - Full body awareness in first-person view, with improvements on the character controller in that view.
Melee Combat System Final Phase - Add the rest of the elements of the melee combat system, including using dual wield weapons, making parries, and more deep combo and special attacks activated by different key combinations.
Ledges - The ability to move on ledges to the left and right while grabbing them, including the detection of corners and round surfaces to move along the proper direction.
Stealing - System which allows stealing objects from other NPCs when you are sneaking behind them.
Ground Adherence - Improved character ground adherence, for slopes, stairs, gaps, irregular surfaces, and more.
Improved Movement - Improved third-person movement and new animations.
Improved Strafe Mode - Improved strafe mode on third-person mode, related to the use of weapons, being smoother and having a better and more natural movement, more similar to any third-person game, like resident evil remakes games, dead space, etc.
VR integration - Full VR Integration.
Gamepad Support -Full UI navigation with gamepads.
HUD Rework -Separation of the whole HUD and UI elements of the player prefab, being two separated objects, to make them easier to manage.
More 3rd Party Integrations -Lots of integrations with assets like Ability and Combat Toolkit (ABC), Malbers Horse Animset Pro, Pixel Crusher's Dialogue System, Quest Machine, and more!
Extended Settings Menu -Add a settings menu for visual configuration of graphics and more in-game settings.
Cinemachine - Full Cinemachine integration and improved cutscene system.
Parkour and Dynamic Movements - Including platformer genres, like Mario 64 and Mario odyssey. Moves like wall jumps, grabbing from ceilings similar to Crash Bandicoot games, rails to slide similar to Ratchet and Clank, and more.
Slope Adjustment - Slopes with an angle higher than "X" will make the player falls.
Online Multiplayer - Addition of online multiplayer.
Additional Creation Wizards - More wizards for the creation and customization of stuff.
Save System Final Phase - Add the rest of the info to the save system, related to the elements of each Scene, like dead enemies, items dropped or picked, things unlocked, state of places where inventory objects have been used, etc.
Loading Screen - A loading screen when changing between scenes, including the % of charge and options to show messages or images on the screen.
Game Mode Select - Add menus in-game to select the mode of the game (single player or local multiplayer) and the selection of the number of players on the local multiplayer mode.
Scene Audio and Text - Audio and text files to find in the level, which will be stored in a system, saving/loading those files already found, similar to dead space, resident evil games, etc.
First-Person Action System - Action system adapted to first-person view
2.5d Mechanics - More 2.5d mechanics will be added.
Stasis Abilities - Power stasis and other abilities from Breath of the Wild.
Grid Inventory - Grid inventory management option, similar to Deus Ex and Resident Evil 4 games.
Dialog System Additions - New elements for the dialog system, including changes of cameras, the time limit to give answers, 3d bubbles on the level to show dialog lines, images on the screen for each character talking, etc.
New Audio System - Audio system to play sounds and voices by event, triggers, actions, etc....like dialog, pain voices from damage, jump or fall from a big height, etc..
AI Improvements - Improved AI, including more behaviors, easy customization of these, detection of objects in the scene (dead bodies, bombs, objects removed, etc...)
Wave System - System for spawning enemies in waves.
Additional Vehicles -More types of vehicles, like tanks, spatial ships, etc...
-AI able to drive vehicles, so humanoids will be able to drive them and use the weapons from these vehicles to shoot at targets automatically. Vehicles will be able to be driven by them self and shoot at targets as well, allowing to give order to vehicles like the player can do currently to AI characters
-More vehicles types for air, ground and sea, including the cargo system to place vehicles inside other vehicles, and the option to walk and move inside vehicles, similar to star citizen, including a train system
-Vehicles with automatic weapons, to detect and fire at targets
-More weapons/tools, more behaviors to projectiles, more powers, more abilities and mechanics related to physics and games like infamous, control and dishonored
-Weapons which can be broken after x time of use or use them x amount of times, with options to lose that weapon or being able to repair it
-Weapons that overheat, can have charged shoots, secondary shoots and can receive damage, break and be repaired
-Power ups for weapon stats
-More attachments elements for weapons
-Powers and weapons usable at the same time (like bioshock)
-More options for the projectile behavior (similar to a bullet hell)
-More normal weapons, scifi weapons, weapons that shoot mines, traps, lasers, bouncing bullets,...
-Weapons that can shoot anything that you scan in the level, like boxes, vehicles, NPCs, other weapons, anything with rigidbody (it has to be very cool xd)
-Use scriptable objects to configure fire settings on weapons, with all the options, including fire rate, type of shooting, use of raycast of physics projectile, magazine values, etc....
-Option to increase spread amount for automatic weapons, with a minimum, a maximum and the increase speed
-Option when weapons are picked, check the bullets, if the weapon is already picked, take its bullets
-Option to set if a weapon is already picked, change between weapons, to set different stats -Improvements for point and click, top down and isometric views