More detailed information about each component will be filled in during development. Also there will be related discussion topics on the development forum.
- Last update: 14:25 GMT 04 Jun, 2016
The circles above are indicators of how complete the game is in these categories.Building
Construction and city building aspects. The number and variation of buildings and objects will be constantly increased during development and it will become more challenging for you to build more advanced buildings.Economy
The economy of the game is our highest priority at the moment. This includes the number of different goods and production facilities but also how trading and resource management performs. We constantly improve and adjust balancing.Combat
Combat features are a low priority and will be implemented once the economy and building features are more solidly implemented.Immersion
The last aspect describes the emotional and ethical aspects of the game. We want to provide a grungy post-civilization scenario and believable events in the game. This also describes how detailed the game will be. The full potential of this aspect can only be achieved towards the end of development.
Tutorial and Guide
An ingame guide for most of the current features is available.
Next up: We will change this to a modular system which will show you a sequence of message boxes and add a few animated images to showcase the usage of the game.
A keyboard and input system is in place and a bunch of shortcuts are defined. We have to display these shortcuts in the game and you will be able to customize these.
A bunch of Graphic Settings are in place and you can adjust various Audio Channels
Only English at this point.
Savegames will be added later durign development. A specific Deadline is not defined. We are aware that most people are waiting for this feature and we will add it once we think Endciv is ready for a wider audience.
A basic minimap is implemented. It shows camera location, FOW and you can click on it to move the camera.
Fog of War
A basic FOW system is implemented which is shown on the map and it hides objects technically for the player.
The FOW system has to include more aspects such as line of Sight which will come with the combat mechanics. Also some more performance optimizations can be done.
Complete Daytime and Season system. Rain is generated randomly.
The game starts in Spring but we plan to make this customizable.
Todo: Temperature has to be implemented in game mechanics and the winter scenario requires some more work.
A world map which lets you discover and trade with other settlements outside of the game map.
We will implement a simplified solution soon in development. But first of all we want to focus on the natural resources and fuels like combustion.
Simulation of pollution
Polluted areas are distributed on the map. Toilets and waste creates pollution.
Simulation of fertility of the land
A more detailed simulated fertility of land. Such a simulation might be redundant but can be discussed.
The amount of environmental objects is very limited. It is enough to show the very basic flow of the game but in order to achieve variety we have to produce way more environmental objects.
An internal system which will allow us to generate a variation of environmental lots. We can create different houses and fill these with various or random objects. This could be part of modding or community tools.
A few variations of the same house is spawned on the map.
Street and City Layout
Improved city generator such as streetlights, cars on streets and cable or power poles.
Very special locations. Critical only due to current scope and resources but in fact an easy task. This would extend the lots and map by special and unique locations which add strategical value to the game map. Examples: Big shopping mall, TV or Radio Station, Former Power Plant, crashed airplane or the like.
Balanced map generation
This describes how good the map generation is in order to generate the desired map with fair distribution and without crazy results. Currently we have a simple generation parameters which are very balenced but generic and repetitive.
Create NPC Settlements
Fill the map and former residential houses with NPCs. NPCs can be friendly, you can trade with them or rob them. NPCs can also be aggressive and a thread you have to protect against.
Map generation Settings
We have 3 simple parameters: Map size, starting conditions, Resoruce density.
World Settings and Scenarios
We will describe this later.
Basic resources are in place and can be gathered.
Recipes are the rules of how a meal can be cooked and some of those have to be unlocked during game.
At first release there only is a pistol which can be used for hunting. More weapons will come with the combat mechanics.
Bullets for the pistol are available and can be found or traded.
Blueprints are the rules of how an item can be crafted and some of those have to be unlocked during game by various ways such as research.
Structures Level 1
Structures Level 2
Structures Level 3
Structures Level 4
Solar Power Facilities
Wind Power Facilities
Job and Task management
Will come soon. Ability to controll the tasks and jobs of individual citizens.
Simple checkboxes to allow different types of resources for each storage.
Construction of objects
Individual objects can be placed. A tool to place fences is included. Demolish objects is implemented.
Production and Cooking
Basic mechanics are implemented and working. You can plant potatos and herbs.
Research and Technology
Trading with a foreign Market
Trading with merchants
All the basic needs are implemented and are working fine. Some secondary needs are not yet implemented.
Skills would increase with practice and would improve efficiency.
A Basic inventory for units is available.
A better management window has to be implemented.
A simple equipment system is in progress.
Modular character system
Dogs take resources from your storage.
Animals and Humans can be shot if a weapon and ammunition is available. This is based on a simplified combat mechanic and the enemy doesn't respond.
Next Up: Animals will be scared by shooting and run a way. This makes the hunting task more difficult because ammunition is limited.
Field of View
At some point Strangers visit the town and those can be adopted. There can be a bug which prevents you from adopting more than one group.
Raiders and Bandits