I've been getting a lot of questions about where Gnomoria is heading and seeing a list of upcoming features. I take that to mean that I've been too quiet about development. Part of the unspoken agreement of alpha funding is getting to be a part of the development process. Part of my job is to listen to feedback and communicate back what's being worked on and what is planned.
I'm hesitant to put up a list, because in my mind as soon as I do, that becomes a promise. Game development tends to be fluid. As you iterate on the game, often times features get repriortized and new ideas pop up. I want to be able to cut features that just aren't fun or don't work well and reprioritize plans to fix critical bugs or add in something awesome that I just realized or someone suggested. I feel like having a list would lock development into that list and just upset people if I deviated.
The way I see it, is that if you want to fund alpha, you should get something that is fun right now and not buy into it on the chance that promises will come through later.
So with that said, my focus has been on fixing bugs because it pains me to see people pay for the game and not be able to play. Debugging 24/7 rots your brain, so I tend to mix it up every now and then with a quick update or change that adds a lot compared to time spent developing. I'm not satisfied with the current state of bugs, so right now it's still my top priority.
I think as a comprimise, once Gnomoria is in a better state and I can work on new features and content, I will keep a near-future list of upcoming stuff. At that level, everything on the list should be making it in and so I'm ok with it. Of course, we can still talk about crazy future stuff on the suggestion board
In the absence of a big feature list, let's talk about some goals for Gnomoria. At the heart, Gnomoria is a sandbox simulation with a management game placed on top. Instead of just playing around in an editor, warping terrain with the mouse and having complete control of everything, you interact with the world indirectly through your gnomes. The idea is that there are enough options in the sandbox simulation to let you create your own goals and you have fun going through the steps to get there by playing the management game.
When adding new gameplay systems, I look at how it fits within the simulation and how you interact with it. There are inherent rules for how the system works and I try to open up parameters to play around with it. Sometimes those come from player actions and sometimes from other parts of the simulation. I also try to set it up so that if you wanted to ignore it you could. Streamlining controls and reducing some of the tedium with management to keep the game fun is also important.
There are 3 main areas I think of when adding new features or content -- building, combat and gnomes. These also roughly correspond to some "end game" goals you might give yourself and possibly different playstyles. In addition to that, of course is the stuff you actually do to reach your goals. There have been a lot of great suggestions for improving the UI, making the controls more intuitive and streamlining common tasks. Then there are areas that are common across the 3 main areas, ie you'll always need to craft to progress and your gnomes will always need to eat/drink to survive.
For building, you can expect to see more aesthetic options. Alternate options for walls and floors. More furniture options. Sometimes there will be new content that has new gameplay functionality as well. The idea is that when someone sits down and they just want to build something cool, there are more options to play around with. In addition to this, there will be things to craft and build but they satsify other areas of the game. Mechanisms cross over into combat, but I tend to lump them here since I enjoy laying them out and putting all the pieces together.
For combat, it comes down to new challenges and new ways to overcome it. This area is for those who want to build up defenses, survive for as long as they can and kill stuff along the way. Right now, combat is a bit too random and there aren't many options. It'll get tuned to be more predictable and then adding more options and counters to challenges will start to make sense. You can expect more things to build like the spike traps and more mechanisms to construct more elaborate traps. In the spirit of exposing parameters, I'll be adding behavior options at the position and formation level of squads. I plan on adding ranged combat, engineering recipes to craft automatons and eventually, I have some plans for a magic system.
I would say interacting with your gnomes is the least developed area. This is for people who just want to build a village and take care of their gnomes. There needs to be a lot more here before it really becomes a viable option.
Gnomes will have a life quest that will have permanent bonuses once reached. You'll be able to see what they are thinking and what kind of things they like. There will be more interactions between gnomes for you to play with. Like other things, this is something that if you mostly ignored it, you'd be in a similar spot to where it is now. If you took the time to micromanage everything, then you'd benefit from happiness bonuses to combat and crafting. I would guess that development in this area might have some small updates along the way but there wouldn't be a big focus until other parts of the game were further along.
In the other areas, you can also expect more options and new features.
Underground crops and livestock if you want to seal off the outside world, or just don't want to depend as much on outside surface area. I'd like to add a grove designation for automating log production and an orchard to farm apples. I'll probably add a "stock this" selection to prioritize stocking specific items and to clear a specific area. Storage containers aren't really working out like they should, so I'm going to add more direct player control for where crates, barrels and bags are placed. There needs to be some changes to give more control over job priorities. F
eedback might be something that will always be improving. Easier ways to find out why jobs aren't being started. More announcements for things like entering combat. There were some suggestions for tracking resources on the HUD. I would guess that UI and controls improvements will be an ongoing thing as well.
Some things that I've considered but have been pushed back for the time being are more interactions with the world outside your kingdom, gnome leaders and overall town upgrades, mod support and multiplayer.
This post has turned out to be a bit longer than I thought
I should probably put something like this on the website for those who aren't on the forum. For now though, I think I'll just leave this here and see what you guys think about where things are heading.