Following a gargantuan brain storming session (and checking through the major wants from the rest of Notrium history) over the last few days, here's a few of my current, long term plans (a minor spoiler to anyone who hasn't read my notes text files and hidden messages in weapons.day, and a helpful reminder for me when I check this thread for my next "to do"). A lot of these are very long-term and won't be implemented until after 1.0 (which is where I'm aiming for a complete game experience I believe to be on par with the full Notrium (or more likely, full Werivar Ex.) experience.
Marines - Various weapons, probably have a few machines in heavy marine occupied areas.
Plants - Primarily Size differences.
Insectoids - Unless anyone has any cool insect plans, again, probably size differences.
Machines - Miners, Support Drones, Battle Mechs, Machine Factories, Orbital Cannons.
Alien - Blue, Brown, Black (corpse-feeders), Red, Green, Yellow, White, and of course, Reapers (I'll probably revamp adult reapers to be stationary unless they see you, making them harder to spot and better at ambushing you). I've probably forgot a colour. There may be Dire aliens about, but they won't be introduced until later.
Lurker - a different type for a few areas. Ever been desparate looking for shade in the desert? =)
Wisps - Ship graveyard may have a few of these deadly, deadly things.
The Hermit - Just because, bugrit.
Crewmates - From the other characters, one or two may survive to influence your game. This is probably long term.
Tribals - Native, non-hostile lifeforms? Oh the humanity! Whether one of their would be willing to accept items in barter or not
Herbivores - Non-hostile (unless injured) plant eaters. They'd also eat fungus too.
Silicoids - These would be an almost exclusively subterranean foe.
Hornets - Swarms of flying arthropods that spawn from, and defend, Hives containing highly nutritious honey.... and also contain more swarms of them. They'd be unable to attack you if you were in deep water, but on the flipside, they'd be immune to a lot of damage types, including those typically usable *in* water.
Avian - Brown and Red (because who doesn't love flying enemies they can't melee, that will constantly fly-by attack them and exist to murder you)
Aquatic aliens (for the river/ocean areas) - these would be slow, but enjoy a massive movement speed boost over water tiles (along with a similarly rapid "lunge" out of the water to take a bite out of you).
Starting Area - An island in the middle of a lake, your pod's crashing here drove off the larger aliens for a time.
Ship Graveyard - A region littered with destroyed ships and battered with weapon disabling ion storms. What lurks amidst the shattered star-travellers?
The mining fields - The marine outpost, the nerve centre of their mining operations on Notrium mining shiny crystals from great crystalline spires that arc from the ground. Their operations perimeter surrounds this area, keeping it clear of the indigenous lifeforms.
Jungles - Deep, untamed regions of the planet, dangerous aliens and plant life flourish here.
Plains - Vast savvanah with sparse trees and golden fields. Oh, and aliens.
Rainforests - Beyond the jungles are thick rainforests full of predatory plants, thick vines that must be cut through to progress, and at the deepest part, Eden, where, as usual, everything wants to murder you.
Desert - Arid wastelands populated by untiring machines, somewhere in the desert lays the site where the missiles that destroyed your ship came from.
The volcanic mountains - bathed in burning ashes and populated by fire-breathing creatures, it would be Hell on Earth.... if it was on Earth I suppose?
The swamplands - Murky, vile swamps, with little solid ground and infested with vile insectoids.
The ice caps - Far, far to the North, the ice caps are home to an aging Marine base, and possibly hold one of the keys to your escape.
The underworld - A pitch black network of caves stretching deep below Notrium, populated by new and unusual things that want to kill you. So dark that night vision doesn't work, hope that your torch is pointing in the right direction.
The Battlegrounds - Where four regions meet, and each side is battling for dominance, the battlegrounds will be a perfect site to scavenge the remains of the fallen... If you can avoid the victors.
The seashore - The edges of the island on which you're on, you might not be able to cover the whole planet, but you may be able to explore the island you're on.
The Prison - A mysterious automated prison centre seemingly neglected by the original owners, but not their prisoners.
Besides from the already implemented and soon-to-be implemented weapons, I've vague plans for:
The Scrambler Beam - Change a machine's side to an allied one for a second. Not long enough? Keep firing! Follow your new leashed robot pet around as it soaked up injuries on your behalf. Tire of it? Shoot it in the back!
Mines - With safety versions and kill-em-all versions, mines die when a creature is nearby (and with the safety version, when you aren't), and on death, they explode violently damaging everybody nearby.
Snares - Drop a baited snare creature, with an enemy side to aliens - they so dumb, they'll naturally charge over to the trap and try to eat the bait, causing the snare to die/trigger, trapping them in place. razor snares will perform similarly, but also do a great deal of damage to the creature as the metal barbs tear their flesh. Other enemies might be lead over the trap, but try not to trigger it yourself, that would be embarrassing.
Miscellaneous plans and schemes
Expertise - If you get enough practice with a particular weapon, you'll be rewarded; with a one-time bonus to a single weapon type you've used the most over the course of your adventures.
Day/Night cycle - Not every alien will be equally good at all times of the day. Aliens will be more active, or less active and have a shorter vision range, depending on their preferred time of day.
Vehicles - I never really used the hoverbike, not even the infinite laser version. I nevertheless plan to include at least two vehicles - one for each control scheme. These would be a hovertank and a Waldo (that's small Mecha to you kids). They probably won't be small, or be able to be brought indoors, but if you're in a walking tank, is that really a problem?
The Secret of Notrium - What's the deal with Notrium? It's a gigantic mysterious planet with living plants, hints of an ancient civilisation and mysterious, quasi-mystical forces at work. The SoN will aim to give the player clues and information as they explore and discover things about the planet, letting them piece together what happened to make the planet this way.
The Escape - There will be two main ways to get a good ending for Notrium - Number 1 is to escape, finding and renovating one of the only salvageable wrecks on the planet and gather the perishingly rare materials before flying your way to safety (potentially with a starship combat section if you don't take care of business yourself on foot).
The Survivor - There are five seasons in F.M. Spring, Summer, Autumn, Winter.... And the fifth season, where the wildlife enters a mode of savage frenzy, the planet itself throwing everything it can at the intruders on its surface. Can you outlast the planet?
Split Endings - Each ending is comprised of multiple parts, each of which triggers based on conditional of things completed during your game. Some may be good, some may be bad.
Dialogue - Rather than use single lines spoken from a creature, I intend to have an in-depth dialogue tree available with the few who might use it - your crewmates, a Native trader (UG. Food replicator you say? Have shiny-rock!), the hermit, possibly even some bosses (if you're not the shoot first type of person).
Project overview plans:
I want to avoid "get weapon X, use weapon X forever" for every game. Want to go Robinson and just use non-energy type weapons? Want to gear up with all the coolest tech? Want to use vehicles? Want to raise an army? Want to escape? Want to settle down? Through races and possible technology I aim to provide enough options that it would be awhile before you had to play the same way twice.
2) Replayability and Longevity.
With a minimum of two basic endings, each with their own variable split-endings - (set by triggers for certain actions and race), along with a bigger world and more races, the game should hopefully take as long to finish with it as it took me to make it.
3) Living Notrium.
The Planet should have a variety of lifeforms, areas and hazards, not only to provide varied opponents and challenges for the player to overcome, but also to build the feeling of Notrium being an actual alien world, fleshed out by journal entries and interesting denizens.
Through difficulty levels there should always be a setting where the player can enjoy themselves. Unless they hate awesome that is.
Latest Stable Version:
0.31 - Stable version. New spawn system is in place. Currently there are nine maps, seven of which are randomised jungles and swamps. There are no longer any caches of items, all drops are randomised and handled by the game. New Fatigue system is in place, now you need to stay still and rest to recover fatigue. Get 0.31 here.
Other versions are kindly hosted by Harwe here:
Note that Sounds isn't included, if you don't already have the files you'll need to install the most recent stable version.
Help Requests - Volunteers are always welcome. If people profess an interest, I'll start trying to get onto some shared project hosting.
* Writing Assistance - Fluff descriptions and first person journal entries (and first person first-item pick up) would be appreciated, as would writing up an instruction/hints "manual" for the game.
* People to take screenshots of gameplay for me - Seriously.
* Artistic Assistance - Anyone capable of reproducing the Notrium art style to keep the whole thing looking artistically polished and coherent would be great. I really want to increase the definition on the Player Characters to at least a 512 x 512 resolution.
* Sound track - (free license or self-made stuff only please) I rarely have sound, so someone who does and would be able to either pick out or make fitting sounds would be great.
* Dedicated Tester - Someone who would be happy to check through all the combinations, check all my crazy coding, and sure the player only turns into a duck when they're supposed to.
All these things will save me time and make me happy, as well as give me something to put into the credits beyond "Damn I'm awesome". But it is completely voluntary.
Edited 7 years ago