Development Roadmap

This roadmap provides my big picture ideas for Catastrophe X over the next year or two, and is likely to evolve as development progresses.

Continuous development
The game can always use more maps and more craft types. Similarly, the code can always be faster, more organized, and better documented. These tasks are never finished.

Improved keyboard support
There should be keyboard support for more game functions such as switching between tabs and saving/returning to positions on the map.

Craft state data
As it stands there is no way to transfer command-specific data for a craft between ticks. This means that commands and behaviours behave the same way each and every tick – commands have no knowledge of the past. Giving the code a way to store craft state data would enable things like cool-down periods for powerful actions, behaviours that take place periodically (not every tick), and much more.

Forces
Down the road each account will have its own set of forces that are used to create detachments (currently you can form detachments from any craft you wish). A few random craft would be added to each account's forces each day.

Multiple hubs
As the game audience grows, having all battles arranged out of a single hub would be chaotic. Instead there will be multiple hubs, with each defined based on the type of battles that can be arranged there (for example, hubs for certain detachment sizes or tick intervals). I haven't decided whether I should specify a fixed list of hubs, or allow players to create hubs and set the parameters for battles to be arranged there.

Map editor
I have a crude map editor that I use behind the scenes, which I will make available to players after a signficant polishing. As with custom detachments, custom maps would need to be saved on a player's PC until an account system is in place.

Better support for multiple servers
As Catastrophe X (hopefully) grows, I anticipate the need for multiple servers. It would be easy to add additional independent servers, with users on one server having no connection to users on another. With some work, multiple servers could form a unified game world, with players having no real concept of servers at all.

International versions
The game was built with multi-language support, I just need to acquire some translations once the terminology is settled.

Collections
I intend to continuously expand the number of craft types available on Catastrophe X. However, adding new craft would lead to controversy as the performance of players' strategies would be affected.

My solution would be to have each craft type belong to a collection, and let battle hosts decide which craft collections are permitted in their battle. Each collection would have something like a hundred (?) craft types, and every six (?) months a new collection of craft would be released. Collections would never be modified after release. Releasing a new collection of units would not disrupt existing strategies, since users could play in battles where the collection is not permitted.

Commercial viability
I want to be up-front about my intention that Catastrophe X generate revenue in the not-too-distant future. My (perhaps lofty) goal is to make a living developing Catastrophe X on a full-time basis, and hopefully bring another developer or two on board down the road.

However, I want to do it right. I don't want to plaster the game with ads, I don't want a pay wall, and I don't want to cripple the functionality of non-paying accounts. I envision a game that is free and fun for everybody with relatively few restrictions.

My tentative plan is that once an account system is in place members will be able to increase their daily stream of new craft for a subcription fee. Those receiving additional units would still be subject to the battle detachment size limits, but they would have a larger army of units to build their detachments from.

Regardless of how this plan evolves, I will remain committed to developing a quality game that everybody can enjoy for free. Without a large and active community of happy free players, there will be little here worth paying for.