Feature Roadmap


The following is, largely, the order in which I intend to develop the features of Trafique.

I will be editing this post as I develop the features, checking them off the list.

I should also make clear that, once I've implemented AI vehicles and Taxi Fares, I will no longer be updating the public build with new features. My intent for the public build is to use it for feedback on fundamental gameplay elements like controls, it is not my intent for this to be an Early Access game. I will not be taking pre-orders or any sort of early-buy-in to give access to development builds past that point, either. There will be a "completed" demo build of the game for playtesting the fundamentals, and then there will be the final release.

Edit List:

  • 15/11/18: Created Roadmap
  • 15/11/18: Checked off some features already developed ahead of schedule.
  • 15/11/18: Forgot to add Collectible Hood Ornaments under heading of Art Assets - Declan's Car
  • 07/12/18: Checked off Limited Boost and Manual Transmission, updated a number of features which are in development.

indicates a feature in progress. ✔️ indicates a completed feature

  1. AI Vehicles ⭕
    1. Basic navigation for non-mission "filler" vehicles. ⭕
      1. NavMap locations in world ⭕
      2. Pathfinding
    2. Pursuit AI for vehicles chasing another vehicle.
    3. Combat AI for vehicles in pursuit attempting to disable or destroy the pursued vehicle.
    4. Evasive AI for vehicles escaping pursuit.
    5. Defensive AI for vehicles fighting back while escaping pursuit.
    6. AI Personality Traits
      1. Aggression
      2. Perception
      3. Driving Skill
  2. Combat System
    1. Damage zones
    2. Determining damage by velocity
    3. Explosions
    4. Crash Cam
  3. Basic Player Navigation Mechanics
    1. Street name visibility.
    2. Map Screen.
  4. Final Player Controls Implementation
    1. Limited Boost ✔️
    2. Manual Transmission ✔️
    3. Infrastructure for Interact Mode features
    4. Control Refinements from Feedback and Playtesting
    5. Camera Controls
      1. Multiple Camera Views
      2. Fluid and intuitive mode switching
  5. Audio
    1. Sound Effects
      1. Engine sounds (matrixed by vehicle type and aesthetic) ⭕
      2. Collision sounds
      3. Vehicle-made sounds (horns, sirens)
      4. World sounds (miscellaneous other sounds)
      5. Non-Diegetic sounds
    2. Music
      1. Dynamic Playlist System ✔️
    3. Intelligent audio-level control
  6. Taxi Fare Side-Missions
    1. Pedestrian models navigating sidewalks.
    2. Pedestrians hailing cab.
    3. Stopping to pick up pedestrian.
    4. Arriving at specified destination.
  7. Commodity Trading
    1. Inventory system.
    2. Cargo as physical objects in trunk of car.
    3. Commodity and Contraband buy and sell prices.
  8. "Wanted" Levels and Police Pursuit Systems
    1. Police scanning for contraband
    2. Police pursuit AI including stealth mechanics.
    3. Variable "wanted" level affecting intensity of pursuit.
    4. Police Concentration system.
  9. Other Side-Mission Types
    1. Getaway Driver
    2. Contract Kill
    3. Street Race
    4. Joyride
    5. Road Piracy
    6. Hidden Stashes
  10. Faction System
    1. Faction-based side missions.
    2. Variable faction relational states.
    3. Faction relations affecting location access.
    4. Faction relations affecting other faction relations.
    5. Faction relations affecting hostility of drivers in open driving.
  11. World Art
    1. Ground assets
      1. Sidewalks
      2. Decals for road lines
      3. Road textures
      4. Bastille walls textures
      5. Island edge textures
      6. Other non-building world textures
    2. Street-level assets
      1. Street signage
      2. Guard rails and walls
      3. Aesthetic doodads (Bus stops, park benches, food carts, etc.)
      4. Traffic lights
    3. Visibility Lighting
      1. Streetlights
      2. Area lighting in underground and enclosed areas
    4. Building Assets ⭕
      1. Frontage models for buildings "embedded" in world
      2. Unique art for Landmarks ⭕
      3. Unique art for Garages
      4. Unique art for Bars
      5. Unique art for Commodity Sales 
      6. Unique art for Commodity Depots
      7. Unique art for Black Markets
      8. Unique art for Story Locations and Clubs
      9. Unique art for all other buildings
      10. Aesthetic doodads (Laundry between buildings, billboards, art installations, etc.) ⭕
    5. Skyline Assets ⭕
      1. Final pass on skyline art
  12. Vehicle Art
    1. Junky vehicle art
      1. Robin Gofer
      2. De Soto Scoot 
      3. Stackpole Capra 
      4. Robin Soiree 
      5. Stackpole Dromedary 
      6. Rasche Clydesdale 
      7. Asuka Stinger 
      8. Rasch Foxhound 
      9. Roosevelt Towncar
    2. Art Deco vehicle art
      1. SRG C-70
      2. Stackpole Oriole 
      3. Tucker Promenade 
      4. Adler Steward 
      5. Roosevelt Caravan 
      6. Adler Spitfire
      7. Tucker Apollo 
      8. Stackpole Aquila 
      9. Morgan-Bain Banshee II
      10. Tucker La Cienega
    3. Synthwave vehicle art
      1. Asuka Belami 
      2. De Soto Goblin 
      3. Neptune Crescent
      4. Kusanagi Chevalier 
      5. De Soto Portage 
      6. Deckard Model 1 
      7. Merosi Tercio 
      8. De Soto Highwayman 
      9. Neptune Trapezoid 
      10. Kusanagi Rapier
    4. Futurist vehicle art
      1. Neptune PP 
      2. Adler Citizen 
      3. Stackpole Montrose 
      4. Adler Stevedore 
      5. Rasch Rumbler 
      6. Civitas Embark 
      7. De Soto Qub 
      8. Kusanagi Kukri
      9. Rasch Intruder 
      10. Adler Sapphire 
      11. Civitas Estate 
      12. SRG L-390
    5. Baroque vehicle art
      1. SRG C-99 
      2. Kusanagi Hotaru  
      3. Milverton Motors Viceroy 
      4. Civitas Esquire 
      5. SRG S-23 
      6. SRG V-7 
      7. Kusanagi Daikatana
      8. SRG SP-503
      9. Merosi Libertino 
      10. Civitas Emperor 
      11. Morgan-Bain Revenant 
      12. Milverton Motors Augustus
    6. Other vehicle art
      1. Declan's Car - Adler Valet (final art pass)
        1. Collectible Hood Orniments
      2. Rasch Bloodhound 
      3. Stackpole Enforcer
      4. Kusanagi Sai 
      5. Tuttle Prowler 
      6. Geertsma Heavy 
      7. Stahl 455
      8. Geertsma Street Truck 
      9. Rasch Unit 5
      10. Stackpole Courier
      11. Amaero Vigilant
  13. Interiors Art
    1. Garage Interiors
    2. Bar Interiors
    3. Commodity Depot Interiors
    4. Black Market Interiors
    5. Commodity Sales Interiors
    6. Story Location Interiors
  14. Basic Human Character Models
    1. Generic Pedestrians
      1. Maçon-Tannerie pedestrians
      2. The Grotto pedestrians
      3. L'Aciérie pedestrians
      4. Gaufrier pedestrians
      5. Les Collines pedestrians
      6. Bastille pedestrians
    2. Generic Mission Contacts
      1. Maçon-Tannerie contacts
      2. The Grotto contacts
      3. L'Aciérie contacts
      4. Gaufrier contacts
      5. Les Collines contacts
      6. Bastille contacts
    3. Story Pedestrians
    4. Story Character Art
      1. Declan Coyne
      2. Tony
      3. Scannerman
      4. Inspecteur Dufresne
      5. Darryl Snooks
      6. Dexter Hovis
      7. René Daigle
      8. Roxanne Parillaud
      9. Marcus Caesario
      10. Salvatore Caesario
      11. Monica Caesario
      12. John Stronach
      13. Frank Gritz
      14. Victor
      15. Benny Leduc
      16. Emmanuelle Renoir
      17. The ShaZ
  15. Cutscene System
  16. Narrative Design
    1. Saving and Loading
    2. Player Profiles
    3. Difficulty Settings
    4. Story Missions
    5. Branching Narrative
    6. World Events
      1. Day-Night Progression
      2. Weather Progression
    7. Voice-Over
    8. Cutscenes
  17. Final UI Features
    1. Map Reveal System
    2. Search for Road
    3. Journal + City Guidebook
    4. Map Notes and Labels
    5. Passenger Cam ⭕
  18. Accessibility Features
    1. Sound Ring
    2. Colourblind test pass
  19. Options Menu
    1. In-game graphics settings
    2. Distinct volume sliders
    3. In-game control remapping
  20. Final Pass
    1. Fixing up and polishing anything I'm not happy with.
    2. Resolving issues for Mac release.
    3. Bug fixing.
  21. Full Release

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