Post all your suggestions here. Sand is constantly evolving and I love hearing feedback and suggestions on how to make the game better.
An open world, base-building, adventure survival game with quirky humor and Llamas! · By
I have a lot of ideas to write but I'll try to make it straight forward, just keep in mind that most of these ideas are wacky, they just to give some inspiration.
These are some smaller features that I think could add to the game:
Now comes the part when I write less realistic ideas but I like them very much so who cares:
I read this again and wow almost every suggestion is inspired by Fallout or Factorio. I guess your game have some similar aspects with both games. Have a nice day reading this too long of a post :)
Most of your comments I've already thought about and planned. I like the idea about zones or deposits giving water/dirt/oil. Though I'd probably make a more game-like system. Think of a diving rod that vibrates when you get closer to a water source. You could place down an extractor and turn it on but monsters would spawn and you'd have to defend it.
Anyway great suggestions, that first one should have been something I thought of!
3. when you milk cows you get milk not water
You do get milk when you milk cows. Milk is both meat (protein) and water.
1. more types of tree
Your right the dead forest is kind of boring :) Maybe an rubber tree?
4. dogs
I already have the models for them I just haven't done the animation yet. Dogs will be in the game!
I know we already have llamas as a mountable animal, but what about some giant desert spider or like a centipede that could maybe attack on your behalf when not mounted?
Wild animal taming? As it is you can just mount any llama you find in the world, but what if there was some work tied to it?
Possible animal variants? Like a fat llama is slower but could maybe block some damage while riding, a thin llama being faster but could also die easier.
Weather types. Being out in the sun in a heat wave is deadly, so is a sand storm. Maybe a really nasty rare flood that messes everything up.
Group upkeep while traveling. Party members, animals, weapons, most of it is there already, but adding some depth like needing to carry extra rations for party members and animals.
Animal outfits/gear, like a saddle bag for your llama that lets you do... something. As it is you can pick up infinite supplies
while in the field.
I saw someone else mentioned a shovel, but what if it could give a random bit of loot as well when you dig? As if you find something buried in the sand.
Maybe a bit more granularity in the crafting? Especially for top tier stuff. Making parts for other things basically, that you then combine to build the main object.
Environmental hazard areas? Quicksand, radiation, giant mutant (sarlacc from star wars) nest?
Movement speed over different types of terrain, kinda like Rimworld. Maybe have gear you can craft to move faster over the endless sea of sand. Or just mount certain animals...
Maaaybe a combat oriented version of the whip? Chance of bleeding and/or stun damage on hit, faster than a spear with maybe 1 more tile of range, a weak but very fast weapon.
Weapon mods in general. Not Borderlands crazy, but ammo types, shotgun choke, muzzle brakes, maybe different scopes.
A long range rifle, like with a scope, that can give a further look distance maybe? And maybe binoculars or something, also giving bonus vision range on the map while traveling.
Player needing to eat and sleep regularly?
Drugs, maybe some unknown food items you can find in the world, that could lead to some really surreal desert trips. Certain mushrooms or cactus could give you these items? Maybe integrate a hallucinogenic trip into puzzle sections? Rare and expensive.
Unifying all of the build/electric/shop menus. Q and E doing similar things in all situations, like in the shops Q would -1 to inquired items, while E raises the number.
More building materials. Sandstone, clay, mud, maybe animal sourced materials?
I got like a billion more suggestions, but I'll hold off for now.
Very nice suggestions! I've thought about a lot of these already. For sure the combat and weapons/gear need to be focused on a lot. I am really still in the base building part right now. Animal taming is cool and I was for sure thinking of racing them and them having different stats. So many good ideas here.
I thought about the different weapons sort of like how Fallout does it. You can craft different type of barrels, mags, sights, stocks and receivers to make different guns. So you'd have a bench dedicated to building the parts and then bring the parts to another bench to create the gun. Creating those parts make the gun behave differently.
here are my ideas and I know I already said some things yesterday but here you go
Really good ideas here.
I like the bucket and camera as tools. Also not all recipes will be unlocked at the start. you'll get more by completing missions or finding them places.
So thirst and hunger. I've been giving that a lot of thought. I am trying to think of a good way to do it. I like the idea that hunger and thirst is something that if you are well fed or hydrated you get bonuses and if not you get some sort of debuff.. Well fed maybe will give you some health regen and being famished will get lower your health to %50 slowly. Thirst will be affect your stamina. I still haven't decide on what to do about it. I don't want it to be you die, I feel like it doesn't really fit this game as it is not a hard core survival game.
Magic will be more in line of technology.
just wanted to post some of my suggestions. I think a zoom in feature would be nice. I enjoy all the small details like when you go up to the wardrobe or mirror and it zooms in. Id like to play like that from time to time just for the details. maybe more character customization, accessories like backpack even if just for looks. most my suggestions are more aesthetic but makes me feel more connected to my char. I guess.
well when i say zooom i mean like maybe scroll mouse wheel or press z to cycle through zoom levels, would be cool to explore and see things close up, item would be cool as well if thatd be easier to make the zoom function because like you said you do have one, would be cool if it could be implemented throughout the game because well i just like the small details i guess haha.
Pretty much those on top of Trello's To-do would be enough for me to consider it a complete game. Tried to avoid doubling the suggestions with those of other users/roadmap but may have missed some, in which case I apologize.
I also understand some of these suggestions are much more ambitious and harder to implement than the others, but, well - something to aspire to, to make the game as good as possible, I hope? Especially since in case of some, those ideas roll into one thing as I try to look a few steps ahead and offer suggestions of how to solve certain issues an implementation of them could cause.
Everything about the villagers is planned. I should probably just start doing them :) The 'jobs' they can do will depend on the 'tool' or 'weapon' they have equipped. So a broom they sweep, a axe they are lumberjack, a scythe they are farmers, a weapon they are guards, a bucket (not made yet) they milk cows, shears (not made yet) they tend to woolys, a basket (not made yet) they collect eggs. I haven't decided if I should have a central object that manages them all or have it where you have to go up to each one and assign them a job manually.
Rocks are a problem for sure. My idea was to make a powered mining drill OR have a large piece of asteroid that is embedded in the ground of your base and is only harvestable with a pick-axe. It is very hard to get a stone out of though a requires many wacks. This would allow a mining job (with the pickaxe) that villagers can do. Maybe unlimited stone just very low production OR a large amount of stone they depletes and unlocks a quest to get the stone drill blueprint.
The mirror and dresser needs an update for sure and have everything customizable.
Eggs I agree with should be able to be converted to meat.
Now that I added Health Packs I agree reviving followers should require this.
Dying does lose all your found resources (unless there is a bug), but maybe you should lose all your gear too? I'll think about this.
Yes my menu is a mess lol it will get better closer to actual release :)
To be honest, I don't think the resource accessibility is so bad as to make one require permanent resource source or some resource-generating tech. Personally, merely slightly bumped number of boulders around the wastes and possibly a way to break some ruins down for materials would be enough. On the other hand, as mentioned, oil barrels are a bit too common and I wouldn't mind it if those would be much more rare and mostly to be found in some ruins.
Regarding dying, no, it works as designed, I just indeed think that merely losing what you have found since embarking is kinda too little. Losing all tools may hurt but it will hurt only early game while not mattering much late-game. Thus idea of having stuff like currently used vehicle (including llamas) risking a chance to be lost, companions temporarily disappearing to return later, die permanently or require rescue, maybe some slight debuff. Of couse, in the end, you call the shots.
I'm a little surprised that there are so few posts here, not because you're not doing your job or anything because you're doing an absolutely excellent job at creating updates for the game especially considering your job as a teacher and your time is incredibly limited, but because SO many people have played this game!
Mostly everyone else touched on late game aspects that could be added, and a person or two mentioned armor, but that's definitely something that I would like to expand on. I'm not sure if you already have a huge line up of ideas for armor and what not, but I noticed that the item "leather" does not get used that often, so leather armor is an awesome idea. I was also thinking it would be neat if little lizards spawned in the desert while exploring or just around your base and you could kill and butcher them for a scale or two, a new item. I figured it could be used to make scale armor. Maybe turtles and have turtle shell helmets or something. However, it seems like a bit of a waste to add a whole new animal only for it to have pretty much one purpose, huh? I was just trying to think of ideas for some basic armor for early game players, for defense against raiders and strangers on the outside. It only makes sense that if you're about to implement Raids into the game, a sort of defense system for players and recruits seems applicable. As for late game, maybe bullet proof vests made of metal and leather, each with their own advantages and disadvantages. Maybe heavier armor makes the player run slower. To make sure players don't get certain elements of the game until later, maybe through XP or something, they can level up their armor/weapon/knowledge level and have access to better gear and items to craft. I'm not sure. I'm just giving little tidbits and it's up to you where it goes! You're the creative one, that's why you're the coder and makin' the big bucks. Haha.
The strangers surrounding the Anchor Rage area ARE faster, as you mentioned in one of the updates. Now, I noticed that in... exercise, was it? I can't remember the name. The exercise work bench? You can upgrade your stamina, now, does this up your speed as well? I've upgraded it a few times, don't know if I really notice a difference. It doesn't say it will make you faster, but that might be a neat upgrade, just to keep up with the enemies as they keep progressing and the game gets harder. However, I guess we do have llamas. So it's not that important of an update, I suppose.
I was doing the quests in Anchor Rage and the dye lady wanted some pods, the thing is (and this might just be my total lack of knowledge about that) I had NO idea the little cactus thingies were called "Pods" I was trying to figure out what in the world a "Pod" was and I didn't figure it out until I saw "Pod Stack" and placed it, and saw it had the little symbol of the cactus thing. I'm sure every single time I've harvested a cactus it's probably said +1 Pod, but I guess I never noticed before. I don't even actually have a fix for this, this was just my obliviousness. Lol. Also, do none of the robots harvest cacti? Mine harvest everything else EXCEPT cacti. That could be something you could add. :)
I'm not super creative or anything, just wanted to expand on some things that other players have already mentioned a little more. I also wanted to tell you that I love your humor. I hope you're not too overwhelmed by all this text, I'm sure you're thinking "Holy cow woman learn to paraphrase so I can get back to coding". Anyways, happy creating!
1 2. Yes i,ve thought about this. I need to add more things to control before to .ake it worth while. It will be there in the future.
3. Like game lag? Try the FAST version you might have better luck. I havent done an optimization pass yet but I might need to.
4. Lol people always ask that. I guess there is no real reason you shouldnt be able to. It is one less condition I have to check in my if statement :)
A large battery, I don't know if you're already implenting this (Since of couse its called small battery) but it would be a good feature.
Also, a way to make non-grid based placeable items grid based to better line it up wo its not all messy.
I would also like a zoom out feature, only for your base, so you can show your whole base in the pictures of your base thread.
hey so big suggestion. To make it so that you don't have to keep replacing people, I would suggest making it so that unless enemies come within a certain radius of E.D.I.E. or the white flag in a base away from the main base, the NPCs that aren't guards should not attack/go after enemies because they keep getting killed because they can't handle the fight. It would help a lot. Also they stop working during that time which cuts or even stops production. Please this would be great. I understand though if you have a reason why. I just personally think this would be great
I mean it makes sense it's just that they have a bat so they rush in and die. And I have like 45 upgrades in health and they just get wrecked. Quick question. Would you be able to add some bars to show how much health the character has within the game like the bottom right and then make the bar for all the weapons and stuff smaller because that bar takes up alot of space on the screen.
I like the health bar above the head and how your character starts to sweat when he gets low on stamina but it doesn't indicate very well how much health you have and how much stamina you have. As well as it doesn't really tell me how much damage the enemies have. It also makes it so that I have no idea how the upgrades affect my campmates. Just wondering what your thoughts are on this
Wouldn't damage numbers not matter if you don't know the health of yourself or your enemies in a numeric format? So that's what I was talking about when I meant adding a way to see stamina and health using numbers like a bar on the bottom of the screen to show how much health you have as a number. Just a thought. Or maybe a menu that you can open that shows stats and your armor when you implement that.
Another suggestion I have is to get rid of the boundaries around the area. Ya know they big gray lines. And instead just make it so that when you reach a certain like few feet from the edge of the whole area you can just press E or F to leave the area. Would definitely help with the enemies so that they don't die in that gray area.
ok, I've already blasted the thread with ideas but I just can't get the rest out of my head so:
Better devmode! Devmode is wonderful, It's like creative mode in minecraft. It lets you experiment with the features of the game freely. That's why I think you should keep it in the game, support it and make it better.
When you destroy stuff in devmode you shouldn't get the materials back.
Make us able to create new places with custom sizes in devmode.
Make support for making custom quests and NPCs using devmode.
The game desperately needs zooming out. I think of a new building. The watchtower! When you get into it you can shoot and see farther (you zoom out). you can build it from different materials.
Add height to the game. You already added something like that, the ball can bounce in the air but I want real height system:
- First of all, the ball actually bounce, that means that it can fly over fences and stuff...
- When you ride llamas you can jump (space bar) over fences and swing enemies
- Ramps -big enough for cars ;)
- Second floors maybe?
More rotations :
- Shelves also able to be placed on side walls
- Chair front and back
- Table to side
Enemies don't go to the gray area (the boundaries of the plot).
Raids happen less often. I can't go afk for 5 minutes!
You can get stuck in a fence if its on a animal guard, pls fix it.
Make cars just a tiny bit easier to control
Metal Press! a way to create mechanicals. Expensive and use tons of power.
Oil Processor. Process oil into plastic! Just a lot of metal but uses a lot of power
Electronic factory for turning metal and plastic to electronics. Super expensive and use too much power
Make electronics, mechanicals and plastic more rare when looting skeletons. Its too easy to get those stuff.
Fourth fitness upgrade: weight lifting. increase melee damage.
Long press for inputs in wood burners and quest boxes.
Flamethrower??!
Different areas with ground types. of course every area except desert will be extremely seldom. But it will make a great variation and it will inspired player to play more.
water pools! you literally can put a chunk of water on the ground and it will look cool. It has couple of perks
- (maybe) it will slowly dry and if yo surround it with wood it will dry slower.
- you can swim maybe?
- when you plant trees next to it they will grow leaves and will have a chance to drop more than one acorn.
- when you plant cactus next to the pool it will grow fruits and will have a chance to drop more than one pod.
-animals would be able to drink for the pool.
- its expandable! (maybe) you can put a lot of pools next to each other to create a large pool.
Change f9 instead of a push button, make it a three states button:
- full HUD
- Part HUD - without button tooltips
- no HUD
Again, I think a stock switch would be great. he has three option:
- which item to check
- how much is the stock needs to be to activate the switch
- normal mode or reversed mode (reversed mods is: the switch will turn off the second the stock get over the number in the second option).
The torch tool make light at night when you hold it.
Heavier storms - once in a while a sand storm happens. you walk slower, much more sand to clean up, hard to see. can get heart when exploring from breathing too much sand.
Crossbow as a weapon for shooting arrows further.
Fourth AI type: half protective half harvesting
Dynamite: like grenade but also damages blocks.
Variety of icons for places (Home is a house, Anchor Rage is a building icon, Steven's Farm is a barn and a little farm icon , secondary camps are tents and etc).
And last but not least, a playtime counter! to see how much time I spend on this incredible game instead of doing important stuff :().
Super great ideas! You might have helped me figure out somethings I've been stuck on. The pool idea is really cool. A 'creative' mode will be in the full release (dev mode really just for me). F9 HUD control - added to my list. Heavy storms is a good idea too. Zooming i think will be an object like binoculars. All very good ideas. I will also (at one point) create a mech, tech,plastic, and oil producers. I am thinking it will be like this: oil is the main part. oil -> plastic. plastic+metal=tech. oil+metal=mech. Oil can be extracted from the ground but will cause endless waves of enemies to attack until turned off (slowly increasing in size and/or health and damage). Depending on how long it runs it will spit out oil. It also will have a cool down or maybe you have to repair it?
I checked out the tutorial on electricity in the game, and it wasn't as informative as I hoped it was going to be. Of course, this is a pretty simple tutorial meant for the basics I suppose, but I feel like there is still some crucial information missing from the tutorial. I still have no idea how to gauge how many solar panels or windmills or wood burners I need based on how many electronics I have, because I still have no idea how much electricity each one produces, nor do I know how much electricity my devices/electronics takes up. The only thing I have to go on is "OUT OF POWER" and that lets me know I need to slap down some more solar panels or windmills or the like. How many? I don't know. I guess until I stop getting the "OUT OF POWER" notification. How charged are my batteries? I don't know. I tried connecting a volt meter to my batteries to see if I could see how charged they were, but I can't. How do I know I'm storing power? I don't know. What I'm trying to make happen is that I have enough solar panels to power my machines during the day, but I have such a surplus of energy that the extra energy is stored in the batteries, and then at night the machines run on the batteries instead of just turning off. I'm working blind and just guessing. Am I missing something? Do you guys know something that I don't? Did somebody already make a detailed wiki for how the electricity works in this game and I just don't know about it? I'd love to know.
Duke "The Sniper" when ever a raid comes always immediately goes by my side, but it would be nice to have an option to Follow and Disband that actually work during a raid. Even when I don't have him set to follow, he stands by my side anyway and doesn't go tend to the raid. I tried having him Follow and then Disbanded him hoping that he would run off towards the raid, but he doesn't. It just seems like a waste of his skills at the base. He doesn't do anything else except protect me and attack enemies. But not at the base. At least, not when I'm not at the raid. He will when I'm out exploring and come across enemies. But otherwise, he's practically useless at the base if I'm not at the raid.
I noticed that you can run straight through the trade and sell booths, but not the solar panels. I have quite a few solar panels just thrown lazily around my base, it would be kinda nice if you could just run straight through those too.
Other than for vegetables, seeds really serve no other purpose. I was thinking maybe we could also have harvestable wheat/grass that could be used to feed the cows and woolies and the seeds could be used to feed the chickens. Right now chickens don't need feed or water to produce eggs. Maybe having feed available could mean that the animals produce more meat/wool/whatever.
It would be nice to sort of have a pressure plate similar to what's presented in Minecraft for doors. It gets a little tedious to have to manually open and close doors. It would be easier to have to just open the door and then when you step on the pressure plate and walk off, like going through the doorway, the door automatically closes. And then when leaving all I have to do is step on the pressure plate and walk out the door, then it closes behind me.
I know you mentioned before that the campmates will automatically stop moving when you approach them or they approach you, but I was thinking there should be some sort of timer. If no action is done to the campmate in maybe 5-10 seconds, they should move on on their merry way. That way they don't all get stuck next to you and not be able to do their jobs like farm or gather wood or what not.
So a solar panel gives you 1 power in the day. I should add the power usage to the descriptions. A windmill will give you 0 to 2 power depending on the wind speed. I'll add all the power requirements and power production to the descriptions in the build menu. I am also planning on making the batteries drain slower.
Duke should protect you during raids too. That must be a bug.
I'll look into solar panels being walk through-able.
Good idea about the seeds for chicken feed.
Pressure plates will be in the game and will work with doors.
Yes the camp mate 'job' system is temporary. I will make jobs and info switchable from E.D.I.E. So you shouldn't be able to stop them anymore.
My suggestion is, you should add a place where you can fight in a championship or something, in an arena. There are also some merchants who will sell weapons and ammos. A training camp or something will also be available.
About the championship thingy, you will need to pay to enter the championship. you will be given only a type of weapon for each match. To win, you must knock out the opponent before the time limit. After winning the championship, you will get a lot of scrap/items.
Okay, I think that's all for now.
Hey just wondering but just like the npcs do, would it be possible for you to make it so that you can also just automatically walk into a door and have it open up and then automatically close behind you so that you dont have to open and close it everytime. Only saying because I've opened and closed the doors hundreds of times already
Hey a quick suggestion and i forgot to mention already that i love the most recent update. Just wondering if there would be a way to upgrade damage because even the best weapons don't really do much damage. Unless it is your intention for enemies not to be super easy to kill. Also wondering if you will be adding some kind of level up system or like a reason to actually go out of your way to kill enemies instead of running past tuem because you get practically nothing compared to what you can produce after only a few hours in the game. Thanks for keeping this awesome game going
Hey also a quick suggestion. I was wondering if you had thought about implementing a kind of bargaining system with the traders where you can increase or decrease prices for bothing selling and buying things. Just like at the specific little selling and buying stalls you have the option to increase or decrease prices and maybe traders can have a reputation with you depending on how many of what creature you kill and what kind of things you have in your base. And if the trader likes the prices he'll buy or sell more to you and the traders will also come back more frequently for that specific item to buy or sell so that you would have an increase in sales all across the board because the traders will come back more often because they like what you are doing. Thanks for taking the time to read this. Of course their reputation with you would also increase or decrease depending on your prices and the higher the reputation the more willing they will be to pay more for what you're selling and you'll be able to buy what they are selling for less as well. Also maybe you could add in names for the traders and have it to where you'll be able to identify those traders and maybe interact with them and they'll be something along the lines of like: Remus the produce trader or the hunter so they'll all buy and sell specific items depending on their class profession. Just some ideas hope you like them.
Quick suggestion for NPC behavior. I think it would be interesting to have diffent reactions to raids. i.e. guards should be the only NPCs to aggo on raids since they can defend themselves. Workers should stay where they are and keep working as far as they are not attacked (I started to deal with adventurous workers by locking them into their designated workspace which fits the underlyring slavery-theme but there might be a more sophisticated way to handle that).
Another interesting aspect could be Guard-Towers to focus their actions to certain areas. The game could become more tower-defence like (and I don´t know if you´re planning to go that way), in which case I was wondering what the goals of raiding enemys are, maybe some would want to attack structures, some would want to kill your folks, others go directly against yourself. Some might even want to destroy your computer, which could loose you some resources, something like that.
Well, just trowing out ideas. Don´t get me wrong, I really like the atmosphere of the current game, having a town, hopping around with you llama, doing the missions, watching traders come and go. But I also like organising the base layout to create an invincible fortress, a capital city with different districts for trade, industrie, countryside and housing, and equally strong and organised enemies to challenge my claim to the wastelands. So there would have to be a challenge and reward system that fits that kind of playstyle, if one wants to go that way. Because I think the game fits a casual and a hardcore playstyle and there could be an offer in both directions.
Yes I plan on making mobs that steal crates and throw bombs while raiding bases. If you have a base full of NPCS that aren't guards they get slaughtered when the real raiders come. Kind of the way I am going with the turrets and saw traps. Enemies will destroy doors and gates if they are locked out (I believe that mechanic is still in the game). Maybe raiders will release roaches with TNT strapped on them to blow up walls and things.
Got a couple:
- Incorporate building aspects:
- Game elements:
Quite a long post, but I think that this might help to improve some stuff...
Also maybe updating the menu UI w/ a help / how to play section which can be accessed while playing and in menu.
1. Mines (for mining)that can produce stone, dirt, metal, and maybe ores
2. electric mines (still for mining)?
3. furnace so you can smelt your ores
4. and make armor and other things out if it
5. lightning strike (can set things on fire)
6. Fire extinguisher (to put out the fire)
7. that when you click on duke to follow you only then he can ride a lama
8. that duke stops killing my lamas (fix fis AI to not stand infront of lamas when hes shooting)
9. a train or some railway system to travel from base to base
10. more cars
11. more armor (or armor encahnts maybe?)
12. seas and oceans
13. boats to travel across the sea
14. traders at their base (so we can come and buy things)
15. multiple world saves (so you can have more than 1 world)
16. multiplayer mode with an friends system so you can invite your friends
17. cats can scare away skelies
18. more pets
19. airplanes?
20. more peacfull creatures to find
21. ducks (and rubber duck as decoration)
1. Mines (for mining)that can produce stone, dirt, metal, and maybe ores
2. electric mines (still for mining)?
3. furnace so you can smelt your ores
4. and make armor and other things out if it
5. lightning strike (can set things on fire)
6. Fire extinguisher (to put out the fire)
7. that when you click on duke to follow you only then he can ride a lama
8. that duke stops killing my lamas (fix fis AI to not stand infront of lamas when hes shooting)
9. a train or some railway system to travel from base to base
10. more cars
11. more armor (or armor encahnts maybe?)
12. seas and oceans
13. boats to travel across the sea
14. traders at their base (so we can come and buy things)
15. multiple world saves (so you can have more than 1 world)
16. multiplayer mode with an friends system so you can invite your friends
17. cats can scare away skelies
18. more pets
19. airplanes?
20. more peacfull creatures to find
21. ducks (and rubber ducks as decration)
1. Mines (for mining)that can produce stone, dirt, metal, and maybe ores
- something like this is planed
5. lightning strike (can set things on fire)
- maybe a skill slot?
6. Fire extinguisher (to put out the fire)
- I like it
7. that when you click on duke to follow you only then he can ride a lama
- he should ride a llama. If he doesn't it is a bug.
8. that duke stops killing my lamas (fix fis AI to not stand infront of lamas when hes shooting)
- his bullets shouldn't kill llamas. If they do it is a bug.
9. a train or some railway system to travel from base to base
- once you get a car it is pretty fast.
10. more cars
- I actually have 4 or 5 more I just haven't put them in the game :)
11. more armor (or armor encahnts maybe?)
- there will be different qualities of gear (based on some sort of crafting level)
12. seas and oceans
- There will probably be a sea near the bottom of the map.
13. boats to travel across the sea
- probably not
14. traders at their base (so we can come and buy things)
- yes in anchor rage you can buy thing once you complete the persons mission.
15. multiple world saves (so you can have more than 1 world)
- yes this will be in.
16. multiplayer mode with an friends system so you can invite your friends
- Maybe...
18. more pets
- I have a dog, but still haven't programmed it in.
19. airplanes?
- That has been suggested before. Not sure how it would work though. Maybe this could be your fast travel solution?
20. more peacfull creatures to find
- I have a few planned, rabbits I think I have planned.
21. ducks (and rubber ducks as decration)
- Quack!