KoE wrote:provo wrote:Planned features list:
I also understand the devs intend to include walls. and i think a lot of people are getting annoyed because game balance gets thrown between each update. But i think it would help people if the Devs had a list of planned features to include and their priority for inclusion. So people know what’s coming soon. I know it might be nice to surprise us with a silk worm industry, but for things like locks and walls it would help calm people down.
Quoting the bit about balance being thrown for truth.
Unfortunately, Jorb and Loftar have both repeatedly said that even
they don't know what's coming next. As far as I understand, game development, for them, consists of a nebulous string of ideas for the far future* (such as walls, ancestry, etc.) that's still being puzzled over bit by bit and whatever they decide to hash out when they get together for a dev session.
*where far future is defined as 'not today'.
Actually, the more I think about it, it's a small miracle the game isn't a completely jumbled mess given that. (or not any more so than most alphas, at least.)
Tsk, tsk, tsk, young grasshopper. Do not confuse the iterative approach with simple randomness. I have actually had the chance to think quite a bit about methodological approaches to communal processes while developing this game, and I have thus far remained at the conclusion that a formalized game plan is something that this game does not afford and does not need. Since only loftar and I are working on the project, the project is still small enough for it to be possible for us to carry the game's vision, as a living memeplex, between the two of us. Cheap, easy and with the near automatic and excellent maintenance of the developed brain of a male Homo sapiens. Why would we spend a second documenting stuff we already know?
I think this game has avoided becoming a jumbled mess (It still is to some extent, but we are very aware of where we need to work.)
because we work the way we do.
And that is not to say there isn't a game plan. We obviously think ahead, have daily if not hourly contact, and we constantly discuss the project. Currently the plan is, loosely:
Get to map reset. (We need to give our players a huge task/reason to play while we work on quests)
Required features:
Pathfinding (no implementation of new kritters without it),
Object decay, repair and destruction (This map got jumbled with useless baskets, new map should avoid that fate from the start).
Security balance (Same reason here, new map should avoid being confused by issues with ownership and player security since this heavily influences the map development)
Was "Sericulture" and silk moths a part of this? No, but we do try to do fun stuff as well. It's like R'n'R from more serious work. Gear and stuff is, after all, what this game is fundamentally all about.

...but the plan might change completely at any time, so don't expect anything what so ever to happen, except a great game.
