Posted November 10, 2024 by YAWP Games
#roadmap #gdd
Before we start, thanks to all the people that decided to test the prototype
Now let's start
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
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.
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.
2 types of progression
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:
The list of biomes will be (TBD as it can grow):
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":
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:
After writing the GDD I decided that the order will be the following (in grand scale):
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!!