Beta Phase - The Roadmap

Discussion in 'General' started by Anashel, Jan 16, 2015.

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  1. Anashel

    Anashel Puppet Master Staff Member

    Hi everyone!

    I have locked the Alpha Thread in preparation to the upcoming beta phase. This new and exciting phase will start as early as next week and should continue throughout the month of February.

    Our goal is to rollout core functionalities and stabilized them before we start to add secondary features. When we talk about core functionalities, we are talking about the backbone of the game: the mission hub. Without it, there is simply no storytelling and not engagement. Even if the map, the TV Screen or the browser is working, if we don’t nailed properly the mission hub we believe you won’t have fun playing the game.

    To give you and idea of our Roadmap, I have layout what features we plan to prioritize over other functionalities of the games. Since we are developing the game FOR YOU, please give me your feedbacks if you feel that some features should be more prioritize over another one.

    It is important to realized this is not a guarantee that everything we put on the roadmap will be deliver in Season 1 that was funded with the KS campaign. What is important is to correctly complete the development of each feature before we attack the next one.

    Core Features: (grey = done)
    1. Mission Hub
    1.1 Season selection
    1.2 Missions browser
    1.3 Dynamic Integration with the CMS
    1.3.1 Puzzles browser
    1.3.2 Clues browser
    1.3.3 Puzzle Validation system (Right / Wrong answer)
    1.4 Video Briefing / Video Debriefing
    1.5 Mission Progression Status
    1.6 Mission Hub animation and special effect


    2. TV Room
    2.1 TV Room real time mission hook with the CMS
    2.2 TV Room mission unlock
    2.2.1 Bridge with the mission Hub


    3. Agent Map
    3.1 Agent Location
    3.2 Rupture Site mission hook with the CMS
    3.3 Rupture Site mission unlock
    3.3.1 Bridge with the mission Hub


    Secondary Features:
    4. Call for Help
    5. User Clearance Level
    6. User Profile and Class Selection
    7. Support tools
    8. Hacking Mission (Computer Terminal)


    It’s important to know this list do not address content related mission that involved actors, phone, fake website, irc chat, etc...

    So, what’s your take? Is the call for help features more important than the Drone Mission? Are we missing features that could be great addition to the game?
     
    Last edited by a moderator: Mar 17, 2015
    17 people like this.
  2. Zekh

    Zekh Dimensionaut

    I think the list is fair, since you have put everything you promised so far (even if it won't be released all at once), ideas will come along eventually you can hardly predict what will be wanted or "found missing" as we can experience in other games.
     
    2 people like this.
  3. TheChosenOne

    TheChosenOne Active Agent

    I think this looks good and it's more than fair. The only two things I find a little confusing is that User Clearance Level and Profile/Class Selection are listed as secondairy features. I was under the impression that that were rather important to the design of the game. Thanks for giving us an update and keep up the good work!
     
  4. rand();

    rand(); Active Agent

    Important yes, but not essential (especially for a beta). The devs have to focus on the very basics of the client and then on the more "gameplay related" features.
     
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  5. TheChosenOne

    TheChosenOne Active Agent

    This is true, but the sentence "It is important to realized this is not a guarantee that everything we put on the roadmap will be deliver in Season 1 that was funded with the KS campaign." hints that the secundairy features are not guaranteed for Season One. So even though the beta doesn't necessarily need them, I think they are rather important for the first season and the actual game that's all I meant. ;)
     
    4 people like this.
  6. rand();

    rand(); Active Agent

    My bad.
    But these features can be -initially- not fully implemented as wonderful graphical gems, we can use a basic terminal like interface to define the class, switch the clearance level...
     
  7. TheChosenOne

    TheChosenOne Active Agent

    That is a fair point.
    Anyway I have total faith in the devs and I am sure that they have thought about this kind of stuff and they know what they are doing. :)
     
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  8. rand();

    rand(); Active Agent

    Now i know how you've become moderator !
     
    8 people like this.
  9. Bats

    Bats Division 93: Covert Grammatical Ops Battalion

    No, actually that selection process is all about bribery, blackmail, and the occasional exchange of sexual favors.


    -Bats
    (don't ask me how I know. no, really, please don't ask me. the memories are traumatic)
     
    8 people like this.
  10. Anashel

    Anashel Puppet Master Staff Member


    Good point! And yes they are important features, but the list of priorities you saw was for Unity specifics games mechanics.

    For example, we can
    easily imagine that we make mission available to you based on your clearance level. This do not required any specifics games mechanics per say. But, once we have secured the core features then we can start brainstorming others ways to make the clearance level more interactive with the mission hub, the TV screen or the map.

    (Hope not too much got lost in translation)
     
    5 people like this.
  11. TheChosenOne

    TheChosenOne Active Agent

    Thank you for the answer. ;)
     
  12. Catalyst

    Catalyst Gold Member

    I feel this would be much clearer where we are if you went ahead and did a strike through on the stuff that's done. Or color coding it.
     
    8 people like this.
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