Design ideas for the roadmap


Persistence

Progression must be saved.

  • WebGL version?
  • Windows: create save file somewhere


Quests

  • Optional tasks for each level, with rewards
    • Drag derelict ship through some maps with a tower ship type to get huge amount of resources - Must be extremely challenging
    • Help friendlies fight pirates / invaders


Narrative

  • Basic dialogue with NPCs, enemies
  • Basic backstory of the conflict and / or the player


General systems

  • Loot system 
    • How to get loot
      • NPCs
      • Loot containers
      • Inventory system
  • Base of operations
    • Crafting system (weapons, consumables, ship parts, ship upgrades, cosmetics)
      • Component rarity, price
      • Item breakdown to components
  • Reputation system
    • Factions
      • Void Vipers (invaders)
      • Humans


Player

  • Ship types (fighters, freighters, towers, miners, in-between types)
  • Functional ship customization
    • Ways to acquire upgrades
      • Plans / compatible tech through boss drops, shop purchases
      • Crafting system
  • Cosmetic ship customization 
  • Fuel system
  • Mining system (e.g. like in Star Citizen, rocks could overheat and explode if energy is dumped into them too quickly; otherwise rocks shatter to multiple smaller rocks if done right)
    • Refining system: various minerals and ores could be refined for use in crafting / commerce
  • Abilities (independent of used ship type, could synergize with the ship's abilities)


Ship stats (player, NPCs)

  • Health
  • Shield strength
  • Armor rate
  • Fire rate
  • Inventory size
  • Maneuverability
    • Top speed
    • Acceleration
    • Booster max speed
    • Turn rate
    • Brake speed 


 Weapons

  • Weapon types
    • Kinetic 
    • Energy (good for mining, heavy armor)
    • WMDs with splash damage (good against crowds, asteroids)
      • Exotic (like "black hole cannon", "antiparticle synthesizer" - Must be crafted, grindy to get) 
  • Ways to acquire weapons
    • Pickups with limited ammo and availability
    • Plans / compatible weaponry through boss drops, shop purchases
    • Crafting system


NPCs

  • Enemies 
    • Basic enemies
      • Chasers
        • Rammers
        • Shooters
      • Stationary shooters
    • Bosses
    • Mini bosses
  • Friendlies
    • Attack ships
    • Traders
    • Space stations
  • Abilities


Maps

  • Hazard variety


Effects

  • Transition between levels (e.g. player thrusts quickly out from the map)


UI

  • HUD
    • Health levels - planned for next feature update
    • Thrust booster cooldown level - planned for next feature update
    • Ability cooldown level
    • Pickup booster remaining charge / usability time - planned for next feature update
  • UI redesign
    • Game over screen - planned for next feature update
    • Level complete screen - planned for next feature update
    • Main menu screen - planned for next feature update
    • Buttons - planned for next feature update
  • UI additions
    • Button interaction sounds - planned for next feature update
    • Shop screen
    • Inventory screen
    • Ship design screen

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