Roadmap

road-map-xBelow is shown our preliminary roadmap. The list will be updated every time, when new idea appears, when some feature is under development or is already implemented.

The order is not fixed, can be changed any time when the development flow or the players requires/request it.

The gameplay parameters are permanently tweaked for better balanced experience and the game objects/models/animations are replaced/enhanced during the development.

Actualised changelog is below the Roadmap.

Roadmap updated: 13.09.2017

  • Island generation
  • Island Cluster generation
  • Endless Island Clusters generation
  • Optimization I
  • Bugfixing I
  • Structural Grid based Building System
    • Base elements and modules
    • Material aging
    • Building repairing
    • Building demolition
    • Quality degradation by environmental elements
    • Letting rain/wind inside based on building quality and material
    • different building materials with different parameters for walls/roofs
  • Crafting
    • material list to use
    • crafting hits needed
    • real material counts (what you see is what you need)
  • 4 environmental elements
    • Temperature
    • Wind
    • Rain
    • Sun
  • Bugfixing II
  • Inventory system
    • backpack
      • model/equipping – functionality on/off
      • functionality
    • sidebag
      • model/equipping – functionality on/off
      • functionality
    • toolbelt
      • model/equipping – functionality on/off
      • functionality
    • weight limit
    • limiting the player abilities
      • running
      • swimming/dive
  • Cooking system
    • campfire
    • smoker
    • tba …
  • Hunting system
    • spear
      • in_hand
      • throw
    • hammer/axe/rock
    • bow
  • Floatable objects
    • raft – paddle
    • ‘boat’ – sail
    • modularity
    • mount/dismount of modules
    • building on the boat
    • sleeping on the boat
    • wind/wave effects while sleeping
  • Sailing
    • base functionality
    • more realistic functionality
    • player can speed up time when no event is occuring
  • Bugfixing III
  • Complex environment model
    • based on location
    • based on season
    • modified by Scenarios
    • weather
      • temperature
      • wind
      • rain
    • fauna
      • based on location
      • based on season
    • flora
      • based on location
      • based on season
  • 6 weather Scenarios/modifications
    • Wet
    • Dry
    • Cold
    • Hot
    • Windy
    • Calm
  • Fire system affected by wind and rain
    • Burnable items have ‘wet’ property based on rain/water/sun effect
    • Fire quality depends on ‘wet’ property of the burnable items
    • CampFire turn on/off, availability based on rain/wind
  • RealFeel system based on environmental elements
    • shadow/sunlit
    • open wind/windchill – percentual value
    • dry/wet – percentual value
    • inside/outside of building
  • Fruits/vegetables
    • Coconut
      • green
      • brown
    • tba …
  • Animals
    • Crab
    • Fish
    • Shark
    • Oysters
    • Seagull – colony islands
      • nests/eggs
    • tba …
  • Bugfixing IV
  • Island types/Biome types
    • rocky/dry
    • bushes
    • forest
    • normal
  • Menu system
    • basic
    • game
      • custom game
    • settings
  • GUI
    • popup system
    • tutorial system
    • player status
      • for testing
      • final
  • User Stat System
    • Evolving stats
    • from time to time player can choose to boost some stat?
  • Custom characters at start
    • unique starting stats
    • male/female character
  • Geolocation measuring
    • Compass
    • Sextant
  • Map making
    • local islands map – compass is needed
    • cluster map – sextant is needed
    • triangle based map generation
  • Save system
  • First alpha preview demo
  • Bugfixing V
  • Optimization II
  • Bugfixing VI
  • Story mode
  • Typhoon system
  • Tsunami system
  • Farming system
  • Clothing
  • Bugfixing VII
  • Minigames – to pass the time
  • Optimization III
  • finalize menu system
  • customizations
  • complete remodeling of all ingame 3d object models
  • remake of character/model animations
  • new types of animals
  • new types of vegetation

If you have some other questions, ask them. We will try to answer them in detail.

Roadmap Changelog

(only main goals listed, the complete list in this stage of development can be endless …)

11.02.2017

  • player can choose between Male/Female character (Male character mesh implemented only)
  • player can choose custom “body type” of the character
  • expanded evolving player stats (list can be expanded in the future)
  • from time to time the player can choose which stat to boost

18.02.2017

  • completed weather modifier settings on custom screen, see our post here
  • completed environment system based on players geolocation, it is interesting to travel between latitudes and seasons 🙂

26.02.2017

  • completed Map making system, see our page here

05.04.2017

  • completed Modular Raft system, see our post here
  • updated local island map generation
    • when the player sees 2 or more islands, he is in local cluster
    • when he sees only 1 island, he is on the edge of the local cluster. If he is not prepared for surviving on the open ocean couple of days, better turn back
    • when there are no islands on the horizon, the player is on the open ocean between island clusters

25.05.2017

  • completed Fire system, see our post here
    • Burnable items have ‘wet’ property based on rain/water/sun effect
    • Fire quality depends on ‘wet’ property of the burnable items

26.06.2017

  • completed Sextant, World Map and Sundial system, see our post here

13.09.2017

  • Many bugfixes, optimalizations, getting things together
  • Crafting system completed
  • 4 environmental elements completed
  • Building on the boat completed
  • Weather simulation engine completed
  • Weather Scenarios/modifications combinations raised to 27
  • Fire system affected by wind and rain – completed
  • RealFeel system based on environmental elements – completed
  • Coconut – small green, big green, brown