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Sword Hero - Alpha Roadmap








 

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Green - Done

Yellow - In Progress

Red - Upcoming

Basic Movement

Characters are able to walk, run, jump.

Falling

Characters are able to fall.

Day-Night Cycle

Time can pass at variable speeds, affecting various game systems.

Weather System

Global wind, fog, rain levels - and the ability to affect other systems. Support for special effects, such as spawning lightnings.

NPC Base

Programmable NPCs and behaviours, such as lifting others, disposing corpses, looting, interacting with object, etc.

NPC Sight, Hearing

NPCs are now aware of their surroundings, with sight and hearing treated separately . Specific sounds can alert specific NPCs.

NPC Factions

Each NPC now belongs to a faction, which drives their hostilities.

Alarms

Interactable bells which can alert specific NPCs when hit or otherwise activated.

Buttons/Switches

Objects which can be activated based on specific conditions, such as being hit, pushed, standed on or by placing an item on it. (Pressure plate)

Item System

The foundation for all items in Sword Hero - components which can hold data about the item, their owner and their state. And the containers in which items can be.

UI System

The foundation on which all UI is built upon in the game.

Universal Health Component

Anything that can be damaged in the game - Objects, bodyparts, interactables, etc. - use the same Health component.

Stat System

Creatures now have numerous stats which drive their capabilities, such as Strength, Dexterity, Arcane and other, more specific secondary ones.

Equipment System

Humanoid characters are capable of equipping specific items into specific slots, and the change is reflected on characters.

Moving Platforms

Characters are now compatible with moving platforms, which will serve as the foundation of big gates, elevators and the Train.

Environmental Traps

Tripwires which function like a one-way switch, arrow launching traps, floor spikes, etc.

Interactable Post System

Posts are objects in the world with which characters can interact, with a special animation. Such as Anvils, Chairs, leaning at walls, chatting, etc.

Bodypart System

Characters are now made up of several bodyparts, some of which can be essential to them staying alive, or can contain an item optionally, have separate armor values, resistances, etc.

Melee Combat Basics

Directional attacks, charged attacks, sprint attacks, jump attacks, parrying, defending, separation of weapon types.

Ranged Combat Basics

Ammo usage, accurate projectile launching, separate state while aiming, etc.

Destructible Props

The ability to have breakable objects - The first two batches of breakables implemented.

Human Customization

Humans can now look differently - Face, Hairstyle, Facial Hair, Colors.

Stat Based Appearance

STR, DEX and ARC affect a character's mass, muscle definition and eye glow.

Explosions

Certain effects can now produce AOE damage, first with Lightning Strikes and the exploding Cauldrons.

Lifting Objects

Objects and Bodies can now be lifted either by the default path, or using Telekinesis.

Throwing

Objects and bodies can be thrown, with their velocity and damage on collision based on the stat used for lifting.

Decapitation

Bodyparts now can be cut off of any creature.

Interactive Foliage

Foliage that moves when touched, affected by shockwaves, burns away in fire.

Custom Lighting System

High performance lighting system that can support any number of dynamic lights, and can differentiate between interiors and exteriors.

Combat Routines

Exchangeable data sets for NPCs, which drive their reactions in combat to specific actions by their enemy. Separate ones created for each skill Tier.

Dialogue System

Dialogues with special camera angles, triggers, animations, optional voiceovers.

Memory System

NPCs now observe specific actions done by other entities, such as Stealing, Trespassing, Vandalising, Threatening, and others. They store a marker of the event, which will later be utilized in the Crime system.

Bark Reactions

NPCs can now react to specific actions with voiced lines.

Custom Decal and Gib System

High performance setup that can allow even up to 50.000 individual decals and gibs.

NPC Daily Routines

NPCs now have programmable daily routines, which drive where each of them should be and what they should be doing at any given point throughout the day. Separate routines for being Injured, Fleeing or being Alerted.

Ability System

Creatures can now have Abilities and Psi - This system serves as the base of all active abilities, such as Spells and the Psi-Kick.

Perk System

Creatures can now have Perks, which provide passive changes.

Doors

Doors have been added, building on the Button system.

Locks and Lockpicking

Locks are physical objects in the world, which can be either destroyed if the attacker has enough power, or picked using a Lockpick.

Readables

Special items which can open a reading interface, either directly or by using the item from the Inventory.

Gold and Satchels

Implemented Gold as currency, and Satchels, which are Items which can have items in them.

Ailments

Every health can now be afflicted by certain Ailments, such as Wound, Disease, Scar, Sickness, etc.

Buildups

Buildups are technically ailments, which have their effect play out either if they get filled up, or incrementally based on their progression - such Burning.

Sleeping

Beds can now be used to skip time and sleep - also granting a buff in the process. The buff depends on the quality of the bed.

XP and Levels

Creatures can now get XP for certain deeds - upon leveling up, their Max Blood gets increased by 5, and they receive 10 Learning Points.

Climbing

Climbing is now possible using special handholds - even on moving objects. Clinging to giant enemies will use this system as foundation.

Water System

Bodies of water are treated as volumes - with lightweight components, which can be queried to know if they are in water at any given moment or not.

Swimming

Swimming both on the surface and diving underwater - oxygen level tracking.

Settings

A settings window has been added with numerous graphics, accesibility and audio options.

Main Menu

Separate Main Menu from which different game modes can be entered.

Female Characters

A system which can morph characters to female proportions have been established, along with separate faces, hairstyles and voices.

Calendar

Established based on existing lore and the special case of the Ringworld - A calendar consisting of 10 months, 6 days a week.

Photo Mode

A photo mode with various effects.

Trading

Trading is now possible between the player and any itemcontainer using a special interface.

Fire and Heat

Fires that spread to nearby flammable surfaces and heat volumes, inside which Burning builds up. The cooking system will tap into these heat volumes.

Procedural Wounds and Scars

Each Character has a voxel grid, in which they store the deformities of their body, such as Wounds, Scars, Burns and Curse.

Universal Monster System

New creatures can be rapidly implemented into the game, using fully procedural animations driven by config values.

Non-lethal Combat

When a creature brings the health of another creature below a certain threshold, who is otherwise neutral to them, they will curl up on the ground and cry/whimper, at which point they can be robbed, lifted or finished off.

Crime System

Guards, captains, fines, jail time, exile, major/minor crime differentiation, bounty hunters, Faction specific laws, etc. - will all be handled in this feature.

Prostethics/Physicians

The basics of the Prostethics system is already done - I'll still be making the entire functionality of the Physicians, and the special Prostethic related interfaces.

Fishes & Fishing

The basic Fish functionality has been added, but the activity itself is yet to be created.

Armor Dyeing

The functionality itself is already done, its just needs an interface.

Localization

The localization system itself is already implemented, the replacement of "hardcoded" texts is underway.

Save System

Saving/Loading is already mostly possible, however the process needs some unbloating, and refinement as I'll be adding other new features.

Playable Female Character

The playable female characters will arrive together with Character Creation.

Controller Support

Largely done, only needs some work to handle cases that will be special in case of Controller usage, such as the radial menus, button navigation, etc.

Shields

Shields provide extra Poise, and allow characters to block projectiles.

Arena System

There will be 3 arenas in the world - and their function will derive from the arena already seen in the Combat Demo.

Decomposition

The visuals for decomposition are mostly finished, it just needs to be laid on existing game systems.

Custom Pathfinding

The current Unity based pathfinding (resulting in the random teleportations and glitches) will completely be replaced by my own solution.

Quest System

A central way to keep track of the state of Quests.

Journal

An interface to view Quest progress, and other vital information about the world.

Maps

An interface where the player can view maps they acquired through any means - and also leave notes, and draw on them.

Tragedy Routines

A system which can replace the behaviour of any NPC if a combination of conditions becomes true.

Learning from Masters

Methods to allow the spending of Learning Points either through dialogues or other means, to increase Stats, or learn a new Ability or Perk.

Getting Drunk

Pairing special functions, animations and interactions to becoming intoxicated.

Gambling

Each faction will have their own gambling mini-game.

Housing and Realty

Buying, furnishing and renting out homes + the system that will calculate the price of homes and rent based on certain conditions.

Addictions

Frequent usage of Greyweed or alcohol can lead to addiction, which can produce the Withdrawal ailment.

Train

The Comet - the train which goes around the island - will be the first form of fast travel available.

Deployable Traps

Special items which can be placed both by the player and other humans, which inflict damage or specific effects when triggered.

Stealth System

Detection will take movement speed into consideration - and the light level.
Addition of ranged sneak attacks, pickpocketing and backstabbing.

Wanted Posters

Special quests which will reward players based on how intact their target is when bringing it to the authorities.

The Bank

A place where players can leave their money so it can't be looted off of them - and it also pays interest between Chapters.

The Bank itself will be a physical location, neutral to all Factions - with fully explorable interior.

Cooking

Frying, cooking and baking items or certain combinations of items using in-world heat sources to produce dishes. ...or Coal.

Throwing Weapons

Throwing Knives, axes, bombs - technically consumables which will act like throwing weapons.

Archlances

Archlances will be special late-game weapons that have deadly precision and deal great desctruction, but can only be fired a set amount of times before it needs to be reloaded at an anvil.

The Veiled

Once per in-game week, the Veiled will roam the island - the most monstrous of Undead, looking for corpses to collect for their master.

Mining

Ore nodes spread throughout Wes, which can be mined if you have the appropriate STR or ARC.

Crafting

Multiple levels of Alchemy and Blacksmithing you can learn from Masters around the island.

Capes

Using custom cloth physics.

Damage Types

Separating physical damage into 3 sub-types: Piercing, Blunt and Sharp.

Cranial Implants

Special implants using which the Delver will be able to open entrances to the Deep.

Transformation

A system to easily create spells that can transform the player into different creatures - such as a Mealbug.

Scrolls

A system for easily making any ability/spell into a single use Scroll item.

Character Creation

The interface at the beginning of the game where players will create their character, and choose their beginning Perks - both good and bad ones to balance out their value.

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