Weapons, Melee, Fists, Crowbar/Wrench, Broken Bottle, Spear, Axe, Weapons, Projectile, Spear, Pistol, Rifle, Crossbow, Contraptions, Pipe Rifle - A dangerous to build, and even more dangerous to use weapon, with high damage potential., Harpoon Gun - A small, hand-held, pistol-gripped harpoon gun with a limited range, designed for landing smaller species of fish. It uses a spring mechanism to fire., Personal Grapple - Not actually a weapon per se, although it will work in a pinch, this little tool is designed for a person to grapple up onto walls, rigging, and such. It can attach to a belt or bandolier to allow free movement of the hands., Ship-to-Ship Grapple - This huge, barbed hook was designed to allow one ship to grapple onto another, either to tow it or board it. A Ship-to-Ship Grapple must be firmly anchored to the vessel from which it is being fired., Ship-to-Ship Harpoon - This huge gun isn't necessarily designed to be used on other vessels, but if the situation should call for it, it can be. Originally intended to hunt whalephin and other large marine creatures, it is powerful, destructive, and strong. It also needs to be fired from a ship-based mount, otherwise, the shooter is likely to get yanked off the deck and taken for a ride.
Combat Mechanics, Melee weapons will be most players' initial protection, or weapons of choice, as the case may be. weapon strength and speed will depend on the material and by whom it was forged., Projectile weapons are similar in that their components and their condition greatly affects their strength and range. some projectiles are easier to come by than others, bullets being especially hard to find or create, and have different value and strengths too.
Fully functional atoll, with working gates, generator, and water filter machine.
Dynamic day/night cycle perhaps, allowing for atolls to require generators and lights, and even night attacks from smokers/pirates.
Draw some new concept art, for atolls, outposts and such.
Animated interface, with various interactive areas, such as inventory and map.
Menu for building boats will be like the modern racing games, where you can change a part of your boat. For example mast, hull, etc.
Draw a mockup for trading and inventory swapping with chests and boxes.
Draw a mockup for Map interface
Basic menu and interface, with inventory.
Primary currency, or most valuable resources include:, Dirt, Fresh Water
Item exchange is one of the most vital features, and has to be fluid, and user friendly
2 Primary Factions to start with, the third will be more elusive, and not seen often:, Atoll Dwellers, Smokers, (Slavers)
Players begin as a Drifter - Factionless, and must earn standing ( EVE!) with them to be able to have access to them and such
(Mutants - Perhaps a VIP class)
Item Forging, players find/salvage/steal/ create materials which can be combined to create more complex materials or items
Possible mutants that are donators only?
Craft, Bathtub, Raft, Rowing Boat, Jetski, Small Sailing Boat, Small Tug, Sailing Boat, Small Barge, Large Sailing Boat, Large Barge
Wildlife, SHARKS, Fishies (Alot of different types!), Sea Monsters, Birds
Plants and Farming
Items, Weapons, Fists, Broken Bottle, Crowbar/Wrench, Spear, Axe, Tools (Perhaps also used as weapons), Shovel, Hammer, Wrench, Usable Items, Miscellaenous, Waterproof Flares, Machines, Windmill, Electric Generator, Water Filter, Pulley System, Steam Generator
Ambient, Water, Seagulls, Wind, Waves
Night sky: http://www.fpsbanana.com/textures/1881
Diving down into the ocean to explore and find new objects.
Perhaps when a player first joins, they have a 1/100 chance of becoming a mutant.
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Boats will be built of a single base hull, mast, etc. To customize your boat, you can nail anything you find onto it, like a plate of metal. You can do this on the fly, while the base stuff can only be changed inside the atoll.