Sprocket

Sprocket Where we're going #2 (Roadmap Update)

Version
Where we're going #2 (Roadmap Update)
Version Date
Jan. 10, 2023
Links

Patch Notes

Where we're going #2 (Roadmap Update)

Some quite drastic changes, after doing some testing to see what will currently be best for the game.

I've removed the scenario goals. The things required to make enjoyable scenarios are still missing, it doesn't make sense to work on more mediocre scenarios.
Once the scenarios get those missing pieces, quantity can become the focus.

This roadmap also adds another 2 years to the estimate for all of these features.



In text form, chronological:

Basic Designer

  • Pike-nose hulls
  • Round turrets
  • Multi-turrets
  • Freeform
  • Custom decals and camo
  • Vehicle and part descriptions
  • Multiple cannons
  • Custom Battles
  • Geometric internals
  • Refinement period

Accessibility & Community

  • Design sharing (via Steam Workshop)
  • Localization (Multiple language) support
  • Mod support
  • Tutorials

Advanced Designer

  • Shell designer
  • Machine gun, auto cannon and auto loader designer (Merged with cannon designer into load mechanism design)
  • Stationary infantry (in trenches, foxholes, windows or bunkers)
  • More advanced scenario objectives. e.g. Bunkers, APCs, rail car constraints, etc.
  • AI aircraft
  • Open turrets and hulls
  • Quad (or more?) tracks. OBJ-279/T95 style.
  • Wheels
  • Oscillating turrets

Further Accessibility & Community.

  • Small scale multiplayer
  • Steam achievements
  • Mac & Linux support

Leaving early-access in 2026.

Additions


  • Refinement Period - A bit of time dedicated to refactoring, balancing, bug fixing and polishing all of the designer and gameplay features in by that point. The goal being a game that could be considered finished, before I continue throwing features on.
  • More advanced scenario objectives - This was always planned, just putting it on the roadmap for visibility.
  • Geometric Internals - A transition from internal space as a number, to having to physically fit components into the internal space. Allows many more elements of tank design to be explored.
  • I'll discuss this in an in-depth follow-up post in the next few days.
  • Stationary Infantry - Stationary infantry that can populate trenches, foxholes and windows without the technical and performance issues of infantry that can move around. Necessary for infantry tank designing and machine gun design, as well as spaced armour for defence against AT-rifles.

Removed


  • Strv103/hydropneumatic suspension - Niche bloat which isn't necessary for a tank designer.