Aurora's Fog 0.1 Roadmap
Added 2022-07-01 18:20:44 +0000 UTC
Hey! The other day I made a work plan (roadmap) up to version 0.1, so that you can understand what awaits you in the upcoming updates.
Completed items will be marked in bold.
STORY
- The plot should lead the player to the ghost village. The player will have to find out on the quest what happened to the village and inform Shaartan about it. This quest completes the player's learning arc;
- All starting quests before the Ghost Village quest should teach the player some game mechanicks;
PLAYER
- The belt should affect the number of available slots. Weapons cannot be equipped until a belt is put on;
- Skills should give the player unique properties every 25 leveling units. Also balance skill leveling:
- - Influence of Attributes on leveling up speed;
- - Prolonged leveling of one skill reduces the efficiency of leveling;
- Add new Perks. Also notify the player about the new level and remind them to upgrade the perk;
- Add the ability to swim underwater;
- Rework the effect of hunger and thirst on stats;
- Add effects: poisoning, bleeding, hypothermia, cold, stun;
- The player does not see at first the effects of the items that he can use. It all depends on the level of Alchemy / Blacksmith / Survival;
- The Blacksmith skill shows what ore is needed for;
VILLAGE
- Change the reputation level with the village and display it in the Village menu;
- The player must become "friendly" for the village after completing the starting quests. This opens up the opportunity to improve the village and watch the progress;
- You can watch the progression of the village by clicking on the altar in the village;
- When a certain Reputation level is reached, the player unlocks the house. Also, improving the village can affect the contents of the house;
- Display visually improved crafting stations;
- The village has points of interest that can be improved:
- Food Point:
- NPC is collecting food during work which goes to his inventory and can be traded;
- NPC cooks food for trading during a rest, if he has enough resources. The quality of the food depends on the level of the Food Point. Also NPCs have a set of specific recipes for cooking;
- Improves the assortment of the food merchant (through quests for seedlings/food);
- New seedlings with food appear on the beds;
- Improves the crafting station for food (through tools);
- Improving the food crafting station improves the quality of the prepared food at the merchant;
- At a certain level of relationship, it becomes possible to cook food yourself at the NPC crafting station;
- Alchemy Point:
- Improves the crafting station of Alchemy;
- NPC collects plants near the house while working;
- NPC crafts potions during rest;
- Improving craft station also improves quality of potions;
- Adds a new assortment (herbs) from the Alchemy merchant (if you bring herbs on a quest);
- Adds new potions to the merchant's assortment. Also improves the quality of old;
- Blacksmith:
- Improves the craft station of the Forge;
- Opens the possibility to repair equipment. May also affect max. possible repair percentage;
- Depending on the level of the Crafting Station, it opens up more and more new possible improvements for equipment that can be installed through NPCs;
- Opens a new assortment at the merchant: weapons, armor, resources for crafting;
- Opens up the possibility of painting equipment and installing crystals;
- Bathhouse:
- Opens the opportunity for the player to wash;
- Local residents begin to visit the bathhouse;
- Pier:
- Villagers start to fish after repairing fishing net;
- Villagers start trading fish and dishes made of it after repairing fishing net;
- Warehouse:
- Affects the maximum amount of money and goods an NPC has;
- Completing a Yotra quest with rats should have an impact on the village (warehouse);
EQUIPMENT
- The player's equipment can be repaired and improved;
- Add new items of equipment: jewelry, watch, compass, backpack, shield;
- Add new weapons for the player: Knife, Bow;
- When entering the repair menu, need to display a dummy with armor on it (if we repair armor). In the case of a weapon, display it on an anvil or in a vise;
- Visually display armor damage with holes and dirt;
- Visually display the damage of weapons through rust and dirt;
- Can armor and weapons be cleaned/washed?
- Changing elements should affect the cost of weapons;
- The quality of the equipment should affect stats;
- The starting weapon must have the old "elements". The tunic is made from a potato sack, and the axe has a broken shaft and a rusty tip;
Clothes have different improvement sections, Tunic:
- Fabric Material - affects heat, protection, weight/running speed, wetness, maximum strength;
- Length of Tunic and/or Sleeves - protection and its area;
- The color of the Material is a purely visual parameter;
- Patterns on Fabric - Can affect stats: charisma...;
Weapon elements have the following leveling sections, Axe:
⦁ Handle:
- Material - affects weight, max. endurance;
- Length - affects weight and attack range, attack speed;
- Shape - affect the convenience, attack speed;
- Painting - affect the cost and visual;
⦁ Tip:
- Material - Weight, damage, strength, attack speed;
- Shape - Attack speed;
- Engraving - affects the cost and visual;
- Crystal - adds unique properties to weapons: ignition, freezing...;
GAME WORLD
- Add crystal dropout from ores;
- Balance the drop rate of silver and gold from the ores;
- Add interactivity animations with ore and when collecting meat from corpses;
- Add items (ore/plants) that are needed to create paint;
- Modify the hostile AI: it should walk around the map, drive the player away from his possessions (and not endlessly run after him), set up respawn. In general, make it more realistic. Also make viewing angles so that it can be bypassed in stealth mode;
- Add new options for both hostile (bear) and passive (birds, insects) AI;
- Add the influence of the weather on the player (getting wet and cooling). Also, the player should be influenced by water reservoirs;
- Add new plants and items from them so that you can add new recipes for crafting;
- Add dynamic music;
- Add underwater plants;
- Add the ability to barter about rewards in some quests;
- Work out the trade: NPCs may be interested in some items (additional cost), or not interested at all (NPC will not buy the item at all);
CRAFT
- Add new item recipes;
- The visual appearance of recipes/knowledge should depend on their quality. Add a different kind of sheets, which depends on the quality;
- The player must choose the duration of cooking the item himself;
- You can cook both Alchemy and Survival recipes on a campfire;
- Add additional tools to crafting;
- Add an NPC's reaction to the crafting quality of the item;
ACT
- Add perks for the Act;
- Add Dynamic Cameras;
- Add a pose system and ability to unlock them;
- Add the ability to choose a pose after the dialogue;
- Add the ability to improve poses;
- Add a female finish animations during the act;
- Add a new liquid system;
- Add a smoother finish animations;
- Add clothes to partners during act;