The development plan represents all the milestones I need to achieve to consider Archrebel in a playable state. I estimate a playable demo soon that will be made available on Itch.io, and later on on Steam.
The orange text represents the current task being developed:
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Core - A* star pathfinding. -
Core - fog of war. -
Core - fire mode. -
Core - floor AP cost modifiers. -
Core - line of sight. -
Core - pathfinding preview. -
Core - scrollable map. - Core - AI. (90%)
- Doors - let AI know how to use doors. NEW!
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Movement - move towards the enemy. -
Movement - move away from the enemy. - Movement - protect place or unit.
- Movement - push friendly unit out of the way.
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Movement - take cover. -
Survival - boost stamina. -
Survival - boost morale. -
Survival - restore health. -
Survival - rest. -
Tactical - activate energy shield. -
Tactical - handle grenades. -
Tactical - melee combat. -
Tactical - ranged combat. - Tactical - heal friendly units. NEW!
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Content - items. - Content - units. (80%)
- Content - procedurally generated missions.
- Capture base.
- Defend base.
- Escape.
- Seek & destroy.
- Content - story mode:
- Base story. (20%)
- Mission 1.
- Mission 2.
- Mission 3.
- Mission 4.
- Mission 5.
- Mission 6.
- Mission 7.
- Mission 8.
- Mission 9.
- Mission 10.
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Environment - weather system. -
IO - save game. -
IO - load game. -
Mechanics - aiming system. -
Mechanics - action points system. -
Mechanics - base interaction (doors & equipment). -
Mechanics - consumable items. -
Mechanics - damage system. -
Mechanics - defense laser. -
Mechanics - experience / leveling up system. -
Mechanics - explosive devices. - Mechanics - hacking. NEW!
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Mechanics - smoke (vision obstruction). -
Mechanics - healing and repairing tools. -
Mechanics - efficiency profiles. -
Mechanics - enemy ghosts (last known position). -
Mechanics - firing system. -
Mechanics - inventory burdening. -
Mechanics - inventory slot for small, medium and large sizes. -
Mechanics - leveling up skill trees. -
Assault class. -
Demolisher class. -
Elite class. -
Engineer class. -
Hacker class. -
Medic class. -
Scout class. -
Supplier class. -
Mechanics - melee combat. -
Mechanics - morale system. -
Mechanics - path obstruction due to dead bodies. -
Mechanics - path obstruction due to unit size. -
Mechanics - overwatch. -
Mechanics - percentage hit chance indicator. -
Mechanics - pick up and drop items. -
Mechanics - pick up dead bodies. -
Mechanics - power armor. -
Mechanics - rockets & missiles. -
Mechanics - scout probe. -
Mechanics - skill and item-based aiming system. -
Mechanics - stamina system. -
Mechanics - status modifiers. -
Mechanics - unit destruction. -
Mechanics - unit analysis. -
Mechanics - weapon maximum range. - Mechanics - Weather effects on units.
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Sound -
Environment. -
Music. -
Sound FX. -
UI - AP costs layer. -
UI - adaptable UI for different resolution aspect ratios. -
UI - base layout. -
UI - developer tools. -
UI - info panel. -
UI - item usage modes. -
UI - item actions. -
UI - inventory buttons. -
UI - main menu. - UI - mission selector. NEW!
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UI - minimap. -
UI - message system. - UI - reward screen. NEW!
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UI - tooltips. - UI - unit dialogs. *
- Reactions to enemy fire. *
- Reactions to enemy killings. *
- Reactions to receiving fire *
- Reactions to losing allies. *
- General reactions (spotting enemy, injured, tired, etc...). *
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UI - unit info. -
Attributes. -
Skills. -
Armor. -
Status. -
UI - unit inventory. -
UI - unit management bar. -
UI - unit management bar with scrolling functionality. - UI - unit recruitment screen. NEW!
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Visuals - custom shots for different weapons. -
Visuals - different hit particles for different unit sizes. - Visuals - pulsating path preview when AP is above normal.
(*) These features will only be developed after the demo has been
released.