We've hit the point where we'll be running our first external playtesting sessions. There's enough game in place to get feedback on how to go from here. We're still a ways off from public playtesting.
For the development status, here's some quick notes on what each section needs to move forward.
Graphics
Much of what remains here is tweaking, polishing, and of course the missing scenes.
- Replace remaining placeholders
- Story elements (the generic parts and holders)
- Settings screen
Audio
We've just started here, so basically everything needs to be done.
Engine
- Load management and feedback
- Audio ambience
- Controller support
- Keyboard support
- Render optimization
- Mid-run save and reload
- Achievements
Animation
Animations make the game feel alive (and hide loading).
- Scene transitions
- Object animations, like tubes, chip activations, counters, etc.
- Idle animations
Gameplay
- Many more tubes
- More vendor options
- More chip purchase options
- End of run
Progression
Not everything should available at once, to avoid overwhelming new players and to give a sense of progression.
- Task/event based gating of tubes
- Step-wise reveal of fiddle sticks
- Map staging
Modes
Beyond the basic gameplay, we'd like to add special challenge modes. These might come quite late in the development, possibly not until early access.
- Machine selection (upgrades stored per machine)
Story
Rabanaz is a steam punk casino and there's a purpose to you hacking their machines. It won't have a significant impact on gameplay but to add flavour.
- Cut-scene panels
- Vendor panels
- Bad Tube characters
- End-Run
- End-Game
