Upcoming changes : Fast Action Hero roadmap!

Date: Wed, 10 Jul 2024
Fast Action Hero Game Banner
Genre: Violent, Action, Casual, Indie, Strategy, Early Access
Developer: Sirius Sam
Release Date: Mon, 03 Oct 2016
I have taken a few days break from the code to focus on your feedback and adjusting the existing roadmap. So here it is!


Phase one : gameplay and structure


This phase focuses on improving the experience and preparing everything to be able to unroll new content quickly. I tried to sort all your requests in a logical development workflow. Elements in bold are planned for the next patch (0.9.2). The end of this phase is planned for the end of october.
  • Weapons :
  • Stronger vibration when shooting
  • shotgun,uzi, and moar guns in general
  • Accuracy : add a slider for barrel angle in the options
  • Sounds
  • Complete rework of sounds and music
  • Game modes:
  • Game mode selection:
  • Wave
  • Survival
  • Story : we will start working on it this week in parallel with the other fixes. If anything at all is ready when we unroll 0.9.2, we'll give you a little preview (might be in a beta branch)
  • Custom difficulty :
  • Bullet time modifier
  • Enemy damage modifier
  • Player damage modifier
  • Reload time modifier
  • Unlocks
  • weapon unlock
  • progressive difficulty unlock
  • levels unlock
  • Smoothing bullet time in general
  • Health / death indicators : hearthbeat in controllers?



    Phase 2 : expanding content (nov -> christmas)


    Weapons, maps and enemy skins, alternate versions of existing levels, game modes…. I have set up a LOT of background mecanics so that we can add content with maximum efficiency when we reach this phase.
    This phase will be ongoing until the final release., here are the highlights :
  • Guns:
  • more guns
  • Maps :
  • Generally speaking : more maps
  • Alternate versions of existing maps
  • Game modes:
  • waves / story / career / limited ammo : this is open ended. We’re open to suggestions. Some of you want more arcady gameplay with zero reload time, some want it more realistic. We can’t satisfy everybody, but we’ll try to give a good range of options.
  • AI:
  • group behavior such as : group movement, covering an ally, supression fire, encircling a position.
  • reflex behavior : strafe when aimed at, sprinting, run to nearest cover. On a longer term, implement the many other animations available (ducking, rolling, shooting from full/half cover).



    Phase 3: expanding the experience (2017)


    At this stage all the basics should be set up, and we can start growing the experience. This section is not carved in marble yet.
    Elements in bold will be included. The others might pass the final cut or not.
  • Fixing exploits
  • Prevent looking through objects (darken vision)
  • Prevent moving the weapon through objects (block firing)
  • Make enemies anticipate player movement better (adjustable with difficulty)
  • Global leaderboards (req 2.1 : fixing exploits)
  • Player avatar
  • Finish and improve cross platform & local multiplayer
  • Multiplayer (req 2.2 & 2.3: global leaderboards / avatar)
  • Implement vs and coop for 2 VR users
  • Extend cross platform to mouse & keyboard : allows a pc player to join the fray (could be on the same machine if it is powerful enough)
  • Reload motions : Still looking for the ideal balance between realism and
  • ergonomy
  • Recoil
  • Weapons in hand (req avatar)
  • Holstering, grabbing, picking up weapons from fallen enemies
  • Modding
    in game level editor (move around the level freely, place nav points, enemies spawn points & covers, and objects from a library, customize the wave of enemies.
  • Sharing your levels on steam workshop.
  • Full fledged steam workshop modding : levels, weapons, skins, etc etc… + sharing on steamworks. That's a lot of work


    So.. time to rock that release!
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