The following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made.
Key:
Minus sign (-) = unfinished item
Plus sign (+) = finished item
Letter "o" = obsolete item
PHASE 1 (December 2016) - COMPLETE
Asteroids
+ replace all asteroid-fragments with more realistic models
+ add/replace all other asteroids
Turrets
+ introduce more complex, realistic turrets (based on the Phalanx system)
+ allow destruction of turret-components to reduce functionality (destroy pitch-motors)
Radar
+ create functional and destructible radar-dishes that broadcast enemy-locations at long ranges
+ allow player to see what friendlies see (share detections across team)
+ create separate visual-detection and instrument-detection systems to give radar strategic importance
HUD
+ simplify and rearrange HUD to give a military glass-cockpit feel
Radio-dialog
- make existing dialog less distracting (blend vocals with existing SFX)
SFX
- add in-vehicle reverb to muzzle-sounds
Campaign lock-down
+ temporarily lock campaign during overhaul
+ reduce price by 50% during overhaul to reflect fewer playable levels
PHASE 2 (February 2017)
Destructible Props
- create military containers, industrial equipment, etc. for senseless destruction
Customizable Fighters
- replace existing fighters with component-based fighters
- create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels
- implement a variety of selectable body-panels and guns
- allow player to customize loadouts and specs of each ship
Dropships
- replace existing dropships using new ship-components
Supply Ships
- replace existing fly-through-hangars with simpler/easier system
- create supply-ships to provide new rearming capabilities
Space Stations
- replace existing depots with component-based space-stations
- create destructible windows that expel equipment and personnel when broken
- create centrifuges for artificial gravity
- allow capturing of space-stations and its affect on victory-conditions
PHASE 3 (April 2017)
Freighters
- replace existing freighters with industrial freighters influenced by real-world cargo-ships
Shuttles
- create civilian shuttles for assassination and escort-missions
Capital Ships
- replace Hammurabi with new component-based version
- create an OBA-styled capital ship
Campaign re-release
- re-purpose existing campaign-levels to accommodate new game assets
- add more strategic levels that make use of radar and other new features
PHASE 4 (June 2017)
Unreal Engine
- upgrade to the latest and greatest Unreal Engine
Gold Release
- publish full release on Steam
- buy bottle of brandy