Development Plan

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:

  • 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!
    • Movement - move towards the enemy.
    • Movement - move away from the enemy.
    • Movement - protect place or unit.
    • Movement - push friendly unit out of the way.
    • 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!
  • 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.
  • 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!
  • 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.
  • 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!
  • UI - minimap.
  • UI - message system.
  • UI - reward screen. NEW!
  • 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...). *
  • 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!
  • 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.