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2017 development schedule

The following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made.

Key: Minus sign (-) = unfinished item Plus sign (+) = finished item Letter "o" = obsolete item

PHASE 1 (December 2016) - COMPLETE

Asteroids

  • replace all asteroid-fragments with more realistic models
  • add/replace all other asteroids

Turrets

  • introduce more complex, realistic turrets (based on the Phalanx system)
  • allow destruction of turret-components to reduce functionality (destroy pitch-motors)

Radar

  • create functional and destructible radar-dishes that broadcast enemy-locations at long ranges
  • allow player to see what friendlies see (share detections across team)
  • create separate visual-detection and instrument-detection systems to give radar strategic importance

HUD

  • simplify and rearrange HUD to give a military glass-cockpit feel

Radio-dialog

  • make existing dialog less distracting (blend vocals with existing SFX)

SFX

  • add in-vehicle reverb to muzzle-sounds

Campaign lock-down

  • temporarily lock campaign during overhaul
  • reduce price by 50% during overhaul to reflect fewer playable levels

PHASE 2 (February 2017)

Destructible Props

  • create military containers, industrial equipment, etc. for senseless destruction

Customizable Fighters

  • replace existing fighters with component-based fighters
  • create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels
  • implement a variety of selectable body-panels and guns
  • allow player to customize loadouts and specs of each ship

Dropships

  • replace existing dropships using new ship-components

Supply Ships

  • replace existing fly-through-hangars with simpler/easier system
  • create supply-ships to provide new rearming capabilities

Space Stations

  • replace existing depots with component-based space-stations
  • create destructible windows that expel equipment and personnel when broken
  • create centrifuges for artificial gravity
  • allow capturing of space-stations and its affect on victory-conditions

PHASE 3 (April 2017)

Freighters

  • replace existing freighters with industrial freighters influenced by real-world cargo-ships

Shuttles

  • create civilian shuttles for assassination and escort-missions

Capital Ships

  • replace Hammurabi with new component-based version
  • create an OBA-styled capital ship

Campaign re-release

  • re-purpose existing campaign-levels to accommodate new game assets
  • add more strategic levels that make use of radar and other new features

PHASE 4 (June 2017)

Unreal Engine

  • upgrade to the latest and greatest Unreal Engine

Gold Release

  • publish full release on Steam
  • buy bottle of brandy
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