you have 5 people in your team 1 of them is key(more precisely 3), maybe you have to cut something ? if you do not have enoght time again, I do not mean as a like cyberfart many classic games cut out someting cool stuff, or you just do not name the months , only the year release and when you are sure, say the exact date release
We've already cut out a *lot* of stuff we had planned for the game, actually. To copy-paste this from a previous list:
THINGS BEING WIPED ENTIRELY;
- Talia's Databank Responses
- We felt that these were an overall detriment to the game for three reasons;
- First, with the Values system, if the player picks say, to respond to all events with anger or hatred, it would be pretty weird if she responded to a Databank with positivity and optimism.
- Second, with the new ability to read Databanks wherever you want, and with the way the game's programmed, you're unable to trigger her responses if you're outside of that room, defeating the whole point of that collections system.
- Third, the responses, while helpful at first, would quickly turn into "hand-holding" the player through the plot, to the point of looking down on them/patronizing them, as if the player isn't smart enough to understand the plot or what they've just read.
- One Tier of True Endings
- Originally, the endings system checks your highest-point "main" Value in the Values system, then mixes it with the Sexuality value, and out of 4 possible amounts (below 0, 0-50, 50-200, or 200+) you'd get one of 4 very different variations for your Value-based ending.
- The problem was that endings that were below 0, way above normal (200+), and in the middle all made sense; however, having two "in the middle" (0-50 and 50-200) endings just made no sense. The endings kept ending up similar in writing which is what happens when you try to do a "down the middle" ending, and the point values were close enough that it may not really feel like something the player was "going for" or "expected to get" based on their actions too.
- So, we removed 1 ending per value, taking the total # of "true endings" down from 28 to 21, and as a result we feel the endings are a lot more "logical" for what you would be expected to get and very different from each other as well.
- Second way to win for Fire/Ice/Electric/Earth/The End bosses
- There was going to be a way that you could defeat these bosses by thinking outside of the box; for instance, you could use your Freeze Shot on the Electric Boss to super-cool its processors, allowing it to shut itself down by effectively overclocking it.
- We took this out because it would just be a lot more bugtesting and programming work to add in a feature that very, very few people would be likely to discover.
- This is a mechanic that we MIGHT bring over to Faye's game, but it hasn't been decided yet, so for now we're just leaving it as "deleted".
- Cutscenes Viewer
- Unless some sort of miracle happens, we're likely going to cut the ability to re-watch cutscenes in their entirety just because of the huge amount of complexity it'd take to place Talia in the proper place, have the flags be triggered, reload the game up to where you need it to be, bugtest that, etc.
- We will still of course have a gallery where you can view all the animations, CGs, endings, etc. in the game, as that's a considerably less time-consuming effort.
THINGS BEING MOVED TO FAYE'S GAME;
- Secret Bosses
- One of the core reasons all of these things I'm about to mention are getting moved to Faye's game is not only to allow Future Fragments to come out sooner, but we also wanted to give Faye's game some extra added content to set it apart from Future Fragments (besides all the other stuff we already have laid out for it).
- We were originally going to have "secret bosses" in the game, one per level, where they would be sort of "mini-bosses" that you could fight to gain access to something important per level.
- We realized though that with Talia's limited offensive kit, making anymore bosses for the game without having them feel repetitive or derivative would be fairly difficult, while keeping to the standard we'd been sticking to of bosses having lots of attacks and abilities and all that, as Talia has to still be able to fight them and there's only so much she can do.
- However, with Faye's wide range of abilities, having high-intensity secret bosses for her would be no problem, so we felt it'd fit much better over there.
- Visual Flashiness Upgrades
- We had plans to add a lot of high-flashiness things visually like flashy slashes, explosions, sparks, etc. to the game to give it an overall extra layer of polish visually.
- However, with how much work Triangulate already has art-wise, we decided to instead add this to Faye's game.
- This wasn't just because of Triangulate's workload though; we also realized that such flashiness doesn't fit Talia's game too well given that it's more of an "adventure" game than a balls-to-the-wall action game, whereas such flashiness would fit perfect with Faye's game where you'll be running around quickly and fighting lots of enemies.
- We will still of course be doing some lighting upgrades and a few important visual effects and such to make some things more clear for Talia's game.
- Set Boosts
- This was something that we were going to do for Talia's game much earlier on where you would get specific boosts for equipping 3 specific powerups, but as development went on, we realized it just wouldn't fit the game well anymore.
- (Notice how all the powerups are themed in sets of 3's? That's a remnant of that.)
- So, we've moved the concept to Faye's game, which works much better since in her game you won't be picking up powerups traditionally, you'll instead be getting boosts from enemies in a manner similar to say, Borderlands, with a skill tree and all of that stuff, so having specific sets of skills enabled would give you an entirely new, unique skill.
----------------------------------
Then, on top of that, we've got this list of stuff we have planned to implement
after release because it's just not feasible to get it done before release, but none of it is core, main game content:
- Adding in "skip cutscenes" feature that just skips everything BUT actions (flags, camera, movement of characters, etc.)
- Put in "auto play" feature for cutscenes
- Have huge aura around infected rebel to show when you're getting close, if you make noise
- Update GUI for powerup equipping upon picking up
- Art and programming for Vie's Gallery
- Spice up the "values" points appearing so it doesnt look so bland
- Insert Talia "AFK" sprite animation, and come up with audio for it
- Add in "databank connections" at the top of the databank collections menu
- Add in vanishing platforms for Ice Boss and new visual effect + SFX
- "Hard Mode" special maps DLC
- Speedrun mode
- Boss Rush mode
- "Pause Effect" for Charge shot hits on enemies (and potentially Talia and regular hits too)
- End-level PoV animations and background/monitors for it
- Cheat codes (keyboard sequence based)
- Have some sort of thing in the game to give the player an extra question/event near the end of the game if the player is true neutral in all 7 values and on the good ending path
- Have last used purple crystal break on Ice Boss if the fight is too easy
- Add "help window" or "commands window" to editor for users so they can remember commands/what buttons do
- Add in option to mute voice acting specifically
----------------------------------
We also can't just "cut" people: audio is integral to the game, as is writing, programming, level design, art, animation, and so on.
Everyone is also mostly done with their own content, so cutting someone or cutting their content at this point would make no sense.