@GamerSeuss said in Questions for roadmap for planet design:
(...)putting a new skin on an existing creature(...)
That's exactly what I'm worried about and hope is not going to happen.
Just to be clear, I'm not wondering how to 'speed up development the easy and cheap way', I'm well aware of these strategies. A simple texture change for a prefab, like the goblin archer/enforcer is easy enough to accomplish, but adds nothing to the game in my humble opinion. If I'd take the massive effort to travel to a new planet, I'd be seriously disappointed to find all the same creatures, reagents, materials and biomes simply with a slightly different texture and name.
@Kralith said in Questions for roadmap for planet design:
(...)So the best choice was, to implement all the core of the system on this planet(...)
Certainly, I'm not disputing this.
@Kralith said in Questions for roadmap for planet design:
(...)here is one core mechanic that you just can test once all planets are implemented, thats the Travel mechanic between the Planets(...)
That's the most difficult to implement though, even if SpatialOS is going to simplify the process a bit. Anything less than 6 month would be a serious surprise for me. There's a couple more differences, like the attribute bonus/malus, the special abilities, the planetary traveling alignment influence (eg. how a Demon works on the beastman planet PvP setting wise), but that's not my main concern. My point is the unique and distinctive content for each of the planets that makes exploring them worthwhile is a giant endeavor.
@Kralith said in Questions for roadmap for planet design:
(...)ill we don't have all core mechanics at the planet that we have now(...)
What CORE mechanic are we missing?