Base building, modules
Dushan, Steve, Brandt, Simon, Slava, Charlie
Finish save/load fixes for Cyclops and Seamoth, and bases
Jonas
1st pass basic procedural loot slots
Jonas
Signals
Jonas, or someone else?
Supply crates
Slava, Charlie, Olmy to place these new loot slots manually
Crashed ship explorable (link)
Sergey, Chops
Cyclops tuning and maintenance
Power system
Basic creatures attacking bases
Andi
Jelly-shrooms tuning/reworking to be fun to explore
Russell
Gameplay trailer
Cory, Hugh, Simon
Finish islands, add supply crates if near space ship
Oli
Base building and power FX, Build bot FX
Sylvain
FIrst lava zone biomes
Detailing a few batches inside inactive lavazone chamber, and more work on connections to the chamber for easier navigation by cyclops.
Olmy
Blocking out lavazone sections (only if many players will see it)
Jake
Lukas
Think about some simple solution for lodes
Jonas, Steve
Bleeder (Andi)
First person animations need to be hooked up, to be able to attack it when it latches on. This is still an important task to fix some game breaking bugs, anyway.
sandshark (Andi)
The speed swim after it comes out of the sand to attack is too low, making it too easy for the player to swim away, and making them seem less threatening. Currently they leave their mouth open the whole time while swimming after you, which looks goofy and less threatening. It would be much better if they were biting constantly while in attack mode
Steve:
- spawn distance param
- "eat me" mechanism
Stasis Rifle (Slava)
Currently the feedback on this is very poor, from a player usability standpoint , and for trailer recording. Right now nothing happens until you hold the mouse button down for a certain period of time, and then a bubble appears, but often without any visible connection between the rifle and the bubble. How it should work - like the NS2 railgun. The instant you click and release RMB a beam fires out of the barrel and then a small bubble effect is generated at the proper location. If you hold down RMB the shot is charged. The barrels should spin (there's animation for that already) and when you release RMB it fires the shot, but it is a bigger bubble. So, the longer you hold RMB, the larger the bubble, but it drains more battery power. The battery power draining is not important for the trailer, though. The bubble effect could also maybe do with a pass from Sylvain to make it even cooler, since he did it as a quick stand in, but what is there now is probably serviceable.
freecam mode
I'm not quite sure how the cheat spawning works currently, if things always spawn at a specific distance away and right in front of where I'm facing. It seemed a bit inconsistent when using it a lot for screenshot capturing. But it would be nice if I could specify a distance away from me that they would spawn in at, to be able to control their spawn location.
Builder bots integration (Jonas, Andi)
Printer bots working on Cyclops construction - The coolness factor of this is pretty high, and it actually is helpful for the game. I noticed in the Bestinslot youtube video posted yesterday he didn't know what was going on at first, because the sub was building up out of his view. But if the player sees the bots fly away from the constructor off to where they are building they will get much better feedback for what is going on.
Oculus support for main menu (stretch goal)
[a][b]Steve, Slava
[a]There are more of us rifters out there...they are starving for an actual GAME (that's why I bought this)
[b]I'm not sure why I am able to edit and comment in your collaboration but it is AWESOME to see this see of development. I'll keep the feedback sparse and let you get on with your work.