Early Roadmap


Early Roadmap

Before we start, thanks to all the people that decided to test the prototype

Now let's start

Roadmap

So, what do I plan for the future? A lot of things TBH. I invested this last days since the update writing the Game Design Documentation so i had all the ideas and mechanics written down

With that done now I can start to plan in which order I'm gonna implement those mechanics into the game and if they have any pre-requisite

What will Isoterra be about?(GDD)

If you don't want to read the Game Design Documentation, which I totally understand as it's a long document and I'll try to keep it up to date with changes or new ideas I have, here is a TL;DR of it. All this is also is still a WIP but this ones are mostly set in stone.

Description

Isoterra is a Isometric 2D (blocky) Sandbox Open World game in which you have to survive by fighting your way to the farthest zones of the world to defeat the end boss. But be careful, the farther you explore the more dangerous it is.

Core loop

  • Gather resources
  • Produce items/consumables
  • Fight monster with the help of those items/consumables

Progression

2 types of progression

  1. The main loop of Gather->Produce->Combat
  2. Zones progression

Difficulty curve

The enemy difficulty curve will be linked to exploring further away zones from spawn that will reward the player better loot and resources at the cost of potentially losing more loot if killed.

This zones loot drops will go in 4 layers:

  • Blue: Totally safe, nothing to loose
  • Yellow: Loses durability on items but keep them
  • Red: Loses durability++ and the items are dropt (no timer)
  • Black: Loses durability+++ and the items are dropped in the ground with a timer to despawn.

Skills

  • Combat: Melee, Range, Magic, Taming.
  • Gathering: Mining, Woodcutting, Fishing, Farming.
  • Production: Cooking, Alchemy, Crafting.
  • Utility: Slayer, Artisan

Biomes

The list of biomes will be (TBD as it can grow):

  • Plains: Flat lands not much trees
  • Forest: Rich in plants and trees
  • Mountains: High mountains
  • Desert: Arid flat land with no water
  • Swamp: Flatland with a lot of water (rivers)

Combat

This is still very open and I do not have a clear view yet but what it'll for sure be is a "Combat triangle":

  • Melee -> Range: Melee armor has higher defense against range and none against magic
  • Range -> Magic: Range armor has higher defense against mage and small one against melee
  • Magic -> Melee: Mage armor has low defense against Melee and Range

The player will be able to switch between combat style (with a small charging bar while doing it), changing that will also make the abilities/spells change

The player will be able to choose 6 abilities for each combat style:

  • 1xDefensive
  • 1xUtility
  • 1xMobility
  • 3xDamage from the combat style

Which will be the Roadmap?

After writing the GDD I decided that the order will be the following (in grand scale):

  • Be able to explore in any direction "infinitily" which means implementing Chunk loading and unloading
  • Add the basic Biomes described before
  • Add Zones
  • Add Combat
  • Add Skills(one by one)

This is not set on stone and things can change on the process of development but this is what I have in mind that would be a good process

I also want to add some kind of shadows at some point to help with the perspective of objects as Isometric view lacks of this

Thank you all for following Isoterra progress!!

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