Production tracker
Every asset, anomaly, system and act in the campaign, and where it stands. Weighted by production cost, so a cheap prop cannot outweigh the work it sits next to.
Tracked items10
Done0
In progress0
Not started10
Systems progress
0 of 10 items complete
10 items
Player controller and locomotionSystemP0cost 0Not started
PriorityP0
CategorySystem
Cost0 · low
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Flashlight and lighting rigSystemP0cost 0Not started
PriorityP0
CategorySystem
Cost0 · low
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Containment interaction systemSystemP0cost 0Not started
PriorityP0
CategorySystem
Cost0 · low
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Inventory and loadoutSystemP1cost 0Not started
PriorityP1
CategorySystem
Cost0 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →Mission and objective flowSystemP1cost 0Not started
PriorityP1
CategorySystem
Cost0 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →Save and checkpointSystemP1cost 0Not started
PriorityP1
CategorySystem
Cost0 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →UI shell (no HUD doctrine)SystemP0cost 0Not started
PriorityP0
CategorySystem
Cost0 · low
PhasePhase 1
- Prototype
- Implementation
- Tuning
- In engine
Open file →Audio propagationSystemP1cost 0Not started
PriorityP1
CategorySystem
Cost0 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →AI perception and behaviourSystemP1cost 0Not started
PriorityP1
CategorySystem
Cost0 · low
PhasePhase 2
- Prototype
- Implementation
- Tuning
- In engine
Open file →Settings and input rebindingSystemP2cost 0Not started
PriorityP2
CategorySystem
Cost0 · low
PhasePhase 3
- Prototype
- Implementation
- Tuning
- In engine
Open file →