So today we sat down and had a look at where Collateral is going. This meant looking at what is in-game and working, what’s partially implemented, and what we still have left to do. Personally, I always get excited to plan things out and speculate on what we can do with the game. This naturally results in tangents that are, well, interesting. Let’s just say we won’t be putting in a mission where you have to spray paint advertising on pedestrians, but we might include a mission where you have to pick up a large number of passengers like a clown car.
Some things to take away from this design meeting:
- Our next update will have the industrial district, new AI path finding, several new weapons, and Steam support! That’s right, we’ll be aiming to release on Steam Early Access with our next version, so keep an eye out.
- More missions! More types of missions and more variety for each type. We have a small assortment of things to try already, starting with some variants of current mission types, and from there we’ll expand.
- New notoriety system and Fuzz balancing. Driving around New Bedlam can feel a bit restrictive when the cops are always watching and seem to be just waiting for you to slip up. The new notoriety system will make the cops a little more sparse when nothing’s going on, but slip up and they’ll come running.
- Pedestrians. We’ve said before that we’ll be putting in pedestrians and that’s still going to happen.
- Destructible environment. While there are already objects in the city that react to physics like fences and lamp posts, we’ll be including more objects and parts of the environment that are destructible. This will probably be things like the classic Red Barrel, certain billboards, maybe some scaffolding. It will really depend on what makes sense in the given area.
- More vehicles. Not volume, but variety. We’ll be throwing in a bunch of new vehicle types with a few different skins each for added diversity. The end result of that will be a more rich assortment of traffic in the city.
- Progression. Obviously a good game needs to let you make progress. We’re looking at a bunch of different ways for the player to progress in order to give you more options when playing. This will include, duh, story progress, but also possibly involve random non-story side missions, and some means of gradual unlocks for players that just like driving around and shooting at stuff or doing random missions. Player progression will also affect AI progression, so when you start getting bigger and better guns, so will the other vehicles. After all, what’s stopping them from using the same arms dealer as you?
Well that’s only some of what we talked about today, but hopefully that’s given you some insight into what we’re planning for the near future. Thanks for reading! -David