Maia
simon  [developer] Dec 9, 2013 @ 5:36am
Maia Roadmap to version 0.50
http://forum.maiagame.com/viewtopic.php?f=8&t=531&p=4236#p4236

A rough road map of some of the planned features up to 0.50. Things have become very fluid due to the Steam release so this may change regularly. Milestones are roughly 2 weeks.

0.39

Research in and storage via tape drives.

Bulkhead door placement and building.

Door locking, when clicked.

Fruit picking behaviours.

Fossils being carried to lab by the Imps and researched by the colonists.

Disassembly of objects. Objects will be set to be disassembled, and the colonists will break them down. This can also be placed to destroy things like grass and foliage.

Progress reports set to a mail icon in top left rather than annoying the player.


0.40

Interaction point sorting and other tweaks – Colonists will try to use the nearest side of an object.

Backfill command for the IMP. Imp sets and explosive charge and causes a controlled cave in.

Credits menu option.

A regroup command that makes the colonists assemble in the starting room.

Basic saving/loading of level data. Mostly likely just level layout.

Use of workshop drill.

0.41

Rare minerals drops (computer objects will require them to be built).

Earthquake functionality. Earthquakes will cause cave ins and colonists will react to the shaking.

Seismic station. Building these spread across a level will allow you to get prior warning of earthquakes and their strength. (perhaps reduce the damage they cause on built objects)

Save loading polish.

Colonist reports specialised, to give more gameplay tips to the player.


0.42

Alien creature. Most likely the creature codenamed “brawler” at this point. Basic world interaction, searching out food etc.

Ecosystem balancing.

Solar flares becoming destructive.

Another pass of the colonist reports, to ensure solid variation.


0.43

Expansion of creature AI. Social grouping etc.

Tutorial second pass. Potentially including VO.

Colonist advanced features, socialising, pet interaction, patrolling.

Medbay advanced colonist treatment resuscitation.


0.44

Code quality/cleanup/bugs.

Art assets assessment, polish.

Getting the rest of the backer heads in.

First pass of text localizations.

0.45
Weather station object. Will provide prediction of storms, cloud cover etc.

New IMP model, animations etc.

0.46

Two more alien creatures.


0.47

Reintroducing Lava flows.


0.48

Water floods.
More fauna and flora.


0.50

Here we start on the campaign.
Last edited by simon; Dec 9, 2013 @ 5:52am
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Showing 1-15 of 44 comments
Tikigod Dec 9, 2013 @ 5:47am 
Whoop Whoop!

Though disturbingly I see no mention of base toilet facilities....
FerdiTheBull Dec 9, 2013 @ 5:58am 
Cant wait to see your marmite based lava in action!
AlabusaRex Dec 9, 2013 @ 9:21am 
excellent, thank you for this simon!
Dec 9, 2013 @ 9:24am 
Oww.... Cant wait or 0.40 :D
gd Dec 9, 2013 @ 9:33am 
nice! can't wait!
Finaldest Dec 9, 2013 @ 10:22am 
Sweeeeeet. Thanks for the update.
UberCommander Dec 9, 2013 @ 10:53am 
Huge omission....when do we get out of the corner? ;)
Postmortimer Dec 9, 2013 @ 11:02am 
Release 0.49 on 23th of May 2014?
AlabusaRex Dec 9, 2013 @ 11:26am 
oh and if you're going to make it so that earthquakes affect things, perhaps you could also make it so they don't happen every 3 minutes?
KINGJJAY Dec 9, 2013 @ 12:17pm 
Awesome, thanks for the roadmap.
omrym Dec 9, 2013 @ 1:46pm 
nice to see where we are going - good job!
AlabusaRex Dec 9, 2013 @ 3:10pm 
Oh! I keep forgetting to ask this, and I suppose it fits in here... Is there going to be any change in the cursor? In my opinion it's rather large and clunky-seeming (sorry, I'm having a hard time thinking of the right words to describe the feel). It would be nice to have options in the future of course. I DO like the way it shifts as you move it across the screen and upon closer inspection it is cool looking, could it be scaled down just a bit? But the option for custom cursors would still be nice.
Last edited by AlabusaRex; Dec 9, 2013 @ 3:28pm
angelous Dec 9, 2013 @ 7:43pm 
Great Job Simon!
Tikigod Dec 9, 2013 @ 8:19pm 
Originally posted by aclark333:
Oh! I keep forgetting to ask this, and I suppose it fits in here... Is there going to be any change in the cursor? In my opinion it's rather large and clunky-seeming (sorry, I'm having a hard time thinking of the right words to describe the feel). It would be nice to have options in the future of course. I DO like the way it shifts as you move it across the screen and upon closer inspection it is cool looking, could it be scaled down just a bit? But the option for custom cursors would still be nice.

The cursor in Maia is actually a full 3D model with diffuse/normal/spec mapping that I would presume exists in wordspace, unlike other games where the cursor is frequently a 2D sprite/billboard object that exists in screen space.

However presuming it's possible to replace the model itself via modding (either currently or in the future), it would be rather straight forward to model and add your own cursor to the game as the game itself only loads the cursor.model file and the approriate texture assets which are just open .tga files. (And animation states)
Last edited by Tikigod; Dec 9, 2013 @ 8:26pm
Pursanator Dec 10, 2013 @ 12:38am 
Can you try and fix the crashing bug please.
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Date Posted: Dec 9, 2013 @ 5:36am
Posts: 44