Roadmap
From Space Engineers Wiki
This is the 2016 development roadmap for Space Engineers posted on Marek Rosa's blog[1] on January 14, 2016.
- Multiplayer - polishing, checking design, lag, compensation<
- Fix all sounds, 3D, arcade / realistic (ask programmers and our sound designer to make a list of all sounds used in the game and then have someone test them all – so that we don’t miss anything)
- Voxels: data cell cache, storage, optimization, profiling voxel runtime
- Render fixes (Ambient, environment map / lighting / reflections), occlusion query, ambient + backlight
- Occlusion culling - blocks / voxels (speed up the rendering)
- Disable object highlight on LCD screens (it’s annoying)
- Optimization and fixing the loading screen, and checking if there are worlds that take forever to load while not properly informing the player
- Fix loading screen issues (e.g. the wheel gets stuck at the end and I can hear the in-game sounds)
- Red message box – make the background texture less transparent; it’s hard to read text on it
- Conveyor system optimization
- Drilling / mining optimization
- New animation system / caching (speed optimization) / other optimizations
- Fix ugly animations
- Add new animations – e.g. holding a weapon
- Walking over small obstacles doesn't work - the player has to jump over them
- Jumping and holding the forward-movement key doesn't result in a forward jump, and this doesn't feel right
- Shooting and weapons
- A few more new weapons
- We need much better animations, holding weapons, ammo reload
- In general, we need a basic FPS experience
- "saving please wait" - hide this overlay text and do saving asynchronously without bothering the player
- Why does the game auto-save in multiplayer when I am the client and manual save isn't available?
- Remembering removed trees on planets
- Nvidia GameWorks – consider HBAO + Antialiasing (speed up)
- SE Indication of hydrogen fuel
- Spectator flash light / night vision
- Object highlight – outline – finish – also in ME
- Finish support for scenarios, mission scripts and sub-missions (will need for tutorials)
- Better support for gradual tutorials (story-based tutorials), submissions
- Finish building from cockpit
- Rethink the way of respawning, respawn ships, landing ships, and rethink "mobile tools" (manual assembler – so player can respawn without a ship and still be able to start building)
- Rag-doll + IK, bullet impact, falling, four legged...
- Official persistent servers
- Automated tests for our testers + buy dedicated computers where the game will run 24x7
- Redo the GUI framework (this doesn’t mean changing graphics; it only means the underlying tech which has become very cluttered over time)
- Game logic optimizations + oxygen (mostly for MP) + oxygen sensor
- Add voxel material in survival
- Improve tutorials
- Reduce the usage of text panels, deliver the info to the player via context-sensitive screen hints
- When I launch the first interactive tutorial, I see two things that I shouldn't see – the respawn screen and "you have been accepted to faction"
- Quickstart will be our interactive tutorial, with minimum text, HUD sub-mission navigation. Its purpose will be to engage the player and not to explain everything that happens in the game.
- After we add this new tutorial, remove the video tutorial message box
- Development of Xbox One version