Mind map: The future of Rust
2:00pm EST - Garry sent me a link today which I am going to share with you. It is a mind map for the future development of Rust which highlights priorities, strategies, future ideas, and bugs. At the time I received it, it only had 85 views. There is a shit load of information here and confirmation of many proposed future features. Below, I summarized the things which really caught my eye, but before that, the link:
Priorities
Nothing too groundbreaking in the priorities. Mostly all functionality which is needed for the game to reach “baseline.” Blueprints, attack damage, stones from world rocks, explosives, option screens, ambient sounds (yes please!), no more indestructible items, meat stackin’, and favorites / history on the server browser. All good stuff, I'm excited to see these things get in.
Strategies
These are plans for improving gameplay.
Better coop
So far just one under this: Assign a sleeping bag to a friend. I really like this idea, if you welcome a friend into your house you can give them access to one of your bags instead of having to have them craft one.
Base security
Improved base security through adding traps. We’ve seen some concepts for these already on trello: Base defence and doorway traps.
Weapon Mods
Confirmed: Weapon mods will be making a comeback. Lights, lasers, ironsights, and clips.
Throwable items
We've known since the spear came out that items would eventually be throwable. A cool new functionality beyond throwing attacks in generic throws. These will be used for testing pressure pads and baiting animals.
Functional clothing
Right now, clothing doesn't do shit beyond cover your junk (note, I'm not referring to armor, that does block damage where it covers). Obviously, things like the jacket should block cold. For light, the community voted on the candle helmet. A couple weeks before that we saw the diving gear concept. On top of this, we can now confirm there is clothing planned block fire damage.
Building decorations
Right now the building system is in it’s infancy. Vincent just finished the first skin type: Wood logs. It looks like in the future we can expect building decorations such as signage along with the ability to paint and reskin building parts.
Future Ideas
This is probably the most exciting part of the entire document. These are some ideas which are labels as ‘definitely’ meaning, at some point in the future, we will be seeing this stuff in game.
Player grounded when 'killed'
Instead of just dying outright, the team is exploring the option of getting incapacitated for 30 seconds once your health reaches zero. From here, you could either be looted, killed, or healed back to life.
Item carrying
There is a whole ton of functionality possible when the ability to carry items is introduced. Running away with a box so you dont have to pick the lock on site, moving things around your base, putting items upright if they've fallen over. Also, some offensive carrying options such as explosives and siege weapons (can't fucking wait for siege weapons!)
Weather
Weather will make the world come alive that much more. Plans are to include fog, ambient sounds, impacts on metabolism, extreme weather damages buildings, and rain providing water.
Water sources
The other week we saw some concepts for water catchers posted by Megan. On top of water catchers, we'll be getting the ability to collect water from wells, springs, and rivers.
Drawables
Confirmed: we will be able to write paper notes in game and draw a map. Note on the map: It will show your current location on a piece of paper.. but you would need to draw everything else on it.
Farming
Many people have requested the ability to farm. It is now confirmed: you will be able to pick, plant, feed (water), grow plants and keep animals (I'm thinking chicken coups and pig pens… mmm bacon).
Vehicles
We've seen some concepts for craftable boats already but haven't seen much more in the way of other modes of transportation. We can now confirm there will be cars, flying transportation, and siege weapons. Fucking sweet!
Server transitioning via sea
This is an awesome idea. Grab some friends and a boat and travel to a different server by crossing the sea. This opens up a world of possibilities with regards to exploration and cross server raids.
Maybe Category
These things are under consideration.
Switch to UnityUI
Not for nothing, I think this one should be a definite. I know it is a huge body of work, but unless CoherentUI can get its head out of it its ass and start responding like a real video game interface, switching to the UnityUI system is a must. I watched a video last night on the capabilities of the UnityUI system, check it out if you're interested.
Steam persistent blueprints
I'm not even going to touch this one.
Bugs
The last section is dedicated to bugs. Not much news here, these are all well known issues which do need to be addressed. I've had a couple emails back and forth with Maurino on the duping issue today and just got word it is fixed. Also, the server performance going to shit due to the new build system is known and actively being worked on in the weapon refactor branch. Providing that is worked out first, I think these priorities are pretty spot on.