Read a blog about our plans for the future of TerraTech here;
OMG. He actually said water in the long term 0-o
Enemy encampments that spawn AIs and affect the local environment
It'll be really good to start feeling that the TerraTech world is inhabited, not just this spawn circle following the player around.More dynamic enemy population composition
Hot swapping between tech snapshots (store and deploy in a single action)
Could that include going as far as something like a battle bot arena? I'm REALLY keen to see menu brawl style battles and scenarios I can design my own techs for! And there's been no mention of the other game modes beside multiplayer... (?)Set piece mission locations in the world
So where does fixing crafting come, then?We haven't explicitly listed bug fixes [...]
"Enemy encampments" "New missions"
Just imagine the possibilities with just these two phrases from the list. Imagine a mission where you have defeat a "Factory" that is tanky and churns out Big Tony's or something, and the later in the game you are the stronger the enemies that are spawned are. Or maybe some enemy ai can "Team up" and if you don't stop them they build a "Factory".
Just imagine what this could mean! In the weird alien biome(is it called pillars?) you could get a "Meteor shower" that hurts you and enemies. Or in the salt flats you could get a "Mining rush" where lots of valuable resources spawn for you to collect but lots of geocorp techs spawn and try to defend the resources/mine it and try to escape.
Re-working / re-balancing core systems to increase variety and gameplay depth:
- Weapon types and ranges
- Fuel & energy systems, and storage
- Shields, health and regen
- Player 'death' and recovery mechanics
- SCU and inventory management
New game plus [Wikipedia]. You have to finish a playthrough on default settings to unlock new possibilities on a new playthrough, where difficulty (and maybe complexity) is heightened by various mechanics. It could even involve optional 'limiters', like in Bastion, that are only required to get certain achievements. Advantages are often carried over too.
The simple solution is to make enemy tech's take damage in the same way the player's tech's do: i.e. They don't fall apart at the slightest of damage, which would also mean you will likely need to destroy all their cabs to loot their blocks, or hope that you can disconnect chunks of blocks without needing to destroy them.Thinking about the roadmap, and reading the Steam discussions, aside from #FixingCrafting (@Jamie please...?) the other major omission is difficulty. (Or lack of.)
Difficulty sliders have been repeatedly nixed. (Good - no thanks bigger health bars!) But something like a "game plus" mode, or some slightly more innovative way to challenge slightly experienced players...
Pretty much every new playthrough I see surprise at how easily the enemies throw up their hands and explode. Repeatedly. It's a major issue.
This part might be the closest fit to addressing this...? Maybe there's something in there. (But otherwise, I don't really like the sound of reworking existing systems for the sake of it, other than polish, which would be nice.):