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Alpha Roadmap:

    Game Features:

  • Additional Characters [In Progress]

  • I'm currently adding additional enemy sub-factions for the campaign, each of these "factions" will use either the existing Union or Imperial units. Currently there are 4 pirate factions and 2 corporate factions each with their own boss fight. The final campaign will have 1 additional corporate faction plus the Empire itself.
  • Additional Units [Implemented]

  • this will mostly focus on additional flagship types and flagship modules for the campaign
  • Additional Unit Abilities [In Progress]

  • a few units already have active or passive effects, but I intend to add more, as well as a better GUI for displaying passive abilities (tractor beams for example already apply a firing rate debuff, but the interface doesn't notify the player)
  • Unit Upgrades [In Progress]

  • Unit Veterancy [Implemented]

  • Random Map Generator [In Progress]

  • There is currently some random generation for certain campaign maps. If there's time, I want to add a random generator for the skirmish mode as well.

    Game Modes:

  • Procedural Campaign [In Progress]

  • the procedural rogue-lite campaign, when completed will include multiple additional zones, many additional scenario types, and additional unlockable flagships for replayability and progression between multiple playthroughs. The campaign is now mostly complete, with 6 out of 8 boss fight nodes (a single playthrough will involve clearing 6 zones, fighting all but one of the pirates and all but one of the corporate factions.)

  • Story Campaign
  • the Empyrean Empire's campaign is planned to be a short traditional RTS campaign with scripted missions (might be cut in favor of focusing on the Union's Procedural Campaign) Update: I've put significantly more focus on the procedural campaign, so this secondary campaign will most likely be cut from the 1.0 release.

  • "Quick Start" System Skirmish
  • solar system skirmishes where each player starts already in control of a preset territory
  • Arcade [In Progress]

  • This is a menu for extra game modes such as tower defense, tug of war, wave defense, and others. For now, the primary mode is the Boss Rush mode.

    Engine Features:

  • Save/Load Games
  • Rebindable Hotkeys [Implemented]

  • Improved Ability Interface [Implemented]

  • I'm working on an improved GUI for using active abilities, especially those from flagship modules
  • Additional Camera Controls [Implemented]

  • I want to add a keyboard-based option for camera controls, there are a lot of different control schemes that players are familiar with from other RTS games, so the additions to this feature set will largely depend on player feedback
  • Improved Effects [In Progress]

  • better explosions, particles, engine effects

  • More Destruction Animations
  • larger units will have more detailed destruction effects
  • Improved Movement/Pathfinding [Implemented]

  • Overall Graphical Improvements
  • AI Improvements [In Progress]

  • the easy/normal skirmish AI are in a pretty good state, I've also added a hard AI but there are some further improvements
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Empyrean Frontier

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Empyrean Frontier
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Empyrean Frontier

 

 

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