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Production Check-up

Now - Sept 1st Implementing, prototyping, and more design
Sept 1st - September 30th Polish
October - Debug and final polish for release on 31st

In dev
-C​ rafting being expanded.
- Universal selector ​https://github.com/CompletelyFairGames/dwarfcorp/issues/627​.
- Digging design progression (hard stone, rewards at lower depths, etc)
- 1st person camera/possession
- ​Game vision
- Yarnspinner
- Generative dwarf art

Can Wait Til Polish/Release Sprint(?):
(Sept 1st- September 30th)
Useability & Accessibility *
- keybinding
- colorblind mode
- Steam mod support -
https://github.com/CompletelyFairGames/dwarfcorp/issues/190
- Switch to FNA - ​https://github.com/CompletelyFairGames/dwarfcorp/issues/715
- ​Proper​ ​Tutorial with polish

Everything else
Dwarf Identity
- Players can give dwarves individual job titles
- Dead dwarves raised from graveyard by necromancer should have dwarf skeletons
and the names of the fallen. Also beards. They should be special enemies.

Factions
- Undead and Molemen will now travel underground in battle/trade
Magic -
Recently redesigned
​- should probably limit the scope of how much of this we’re going to implement

Trade
- Each faction will have individualized demands for trade (system below, specific design to
come after approval)*
- Some will require specific rules on trade
(ie a faction that only trades and does not accept currency)
- Some will require specific rules on their relationship
- These will be determined by three variables.
- Colony wealth
- Faction’s wealth
- Relationship status (hate, love, indfferent)

- Fill the eventsystem with lots of cool events through Yarnspinner (I’d say let’s start at ten
events and work our way up. See design vision for at least some initial design concepts, but
otherwise our tutorial will likely be the first good test of this.)

- Place the dialogue menu and the trade menu on the same menu. Since dialogue isn’t
usually large, I was thinking a rectangular panel on the left side of the screen, trade on the
rest. Since relationship can affect trade, this will give them a better UI to experiment with that
direct relationship.

- Make the natural world into trade partners: Animals, trees, rocks can all be traded with, and
would have appropriate things to trade and say. Interactable things would glow when
hovered over, and clicking would open the dialogue screen.*

Tutorial/Player progression
- At least a general outline of the mechanics we want the player to learn, and the bones of
that progression

Verticality
- Implement cave view - ​https://github.com/CompletelyFairGames/dwarfcorp/issues/739​ *

Building/Battles
- Cut Defend as feature
- Replace it with built structures. Rename build as “fortify”.
- If Battle party is within range of X voxels, dwarves choose to stand in front of walls
built in front of balloon ports/stockpiles/treasuries
- If dwarves are running low on health, they will run behind the structures to heal
some before returning to battle.
- Structures wll be breakable by enemies. The better the material, the more hp the
voxel should have/the longer it should take before an enemy can break into a
player’s HQ.

OR we should just cut defend, as AI is smart enough now to battle effectively on its
own

Priority

First finish features we are currently working on, especially layering, dwarf palletes and
selection tool.
1. Dwarf Interaction (customized dwarves).
New Dwarf art.*
Dwarf titles.
Better Dwarf UI (for seeing their status and assigning them jobs)*
Better notion of dwarf health and healing (dwarves should be able to heal other
dwarves. Dwarves should get diseases from the environment and not at random).
2. Crafting + Magic
New craftable magic items.
Wizards craft magic items.
3. Build/Defend
Give players a better reason to build walls. Allow enemies to attack walls on their way
to the dwarfs.*

4. Trade, interaction with other races.
Differentiate the other factions better with their repertoire of phrases and the ways
that you trade with them.*
Eliminate the notion of a “faction” altogether and just use the race as a proxy for
faction.
Add a couple more interactions with factions besides trade and war. (What are they?)
*These aren’t storylines per-se, but more like standard interactions you can have with
factions.
5. Mod support.
Clean up and fully integrate steamworks with a useful GUI. Publish standards for how
mods are supposed to be made. Create a couple of dummy mods as examples.

6.Universal selector
https://github.com/CompletelyFairGames/dwarfcorp/issues/627​.
Already in. Ongoing polish.
7. Digging design progression (hard stone, rewards at lower depths, etc)
https://github.com/CompletelyFairGames/dwarfcorp/issues/777
Already in. Ongoing polish.

1 July 29th to August 4th Mod support
2 Aug 5-11 Build/defend
312-18 Dwarf Interaction
419-25 Magic
5 Aug 26th to Sept 1 Trade interaction

Design Needed
Better Dwarf UI (for seeing their status and assigning them jobs)* <Keep in mind, UI is not
our strongsuit.
Differentiate the other factions better with their repertoire of phrases and the ways that you
trade with them.*
Give players a better reason to build walls. Allow enemies to attack walls on their way to the
dwarfs.*
Differentiate the other factions better with their repertoire of phrases and the ways that you
trade with them.*
Add a couple more interactions with factions besides trade and war. (What are they?)
*These aren’t storylines per-se, but more like standard interactions you can have with
factions.

Wishlist
1. Underground factions and player starting underground.
2. Cave view.
3. More kinds of events that aren’t faction related and storylines.
4. Communicate with more things besides factions. (Although communicating with dwarfs
maybe should be a priority).
5. Potions (note that I still consider craftable magic items a priority).
6. Improved tutorial.
7. Give the player more options in terms of traps and defenses.
8 Better Dwarf UI (unclear what this means still) -leftovers from sprint 1
9 .Diseases from the environment - leftovers from sprint 1

Cut
1. “Guard” tool.
2. Spells.
3. “Goals” and achievements.