Due Process is in Early Access, so it’s only natural that people want to know what improvements are coming. Here is a roadmap for things we will be working on over the next few months.

We also have set up a dynamic version of it, that will be kept updated:
https://trello.com/b/bNPEji7l/due-process-roadmap

Coming Soon

Performance Optimization

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Performance optimization is still our number one priority. As we often say, however: It’s a marathon, not a sprint. There will be no magic “Performance Update” which doubles the game’s frame rate. Instead, expect more incremental improvements. Over time these smaller improvements will bring the performance of the game up to everyone’s expectations.

Planning Overhaul

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We have noticed that a lot of players are playing solo or in small groups. They tend to refrain from talking to their team via the in-game voice chat. While we still believe that verbal communication is essential to playing this game, we’re introducing improvements that make coordination easier for both verbal and nonverbal users. The first improvement we shipped for the Holiday Update was our ping system which helps immensely during the execution phase. Our next improvement has been asked about for a long time:

The Map Icon System

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Players have often suggested more sophisticated map-drawing tools in the past. We always agreed that it's a good idea, and we will ship an icon system soon. It will allow you to put down icons on the map to indicate where and how to use equipment (e.g. flash-bang icon for where you want flashed, a door-charge icon for a door you want breached).

Defender Economy

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Defenders will have to buy equipment from a limited inventory available each round. This should make for more interesting weapon and gear choices, as the optimal equipment for the round may not be available. In the interest of fairness, the inventory between rounds will be repeated after side switch.

It is partly inspired by Insurgency loadout selection screen, but what it seeks to accomplish is more akin to what battle royale games do: get you to fight with the whole arsenal of weapons and gear in a game rather than play with the ‘best’ weapons until you get bored. We will share more details on this in the future.

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It also enables us to implement new weapons and gear without breaking the balance of the game…

Simultaneous Ranked Queuing

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This one is huge. We want you guys to play ranked games as that’s where the game shines best. But we get it. You don’t want to sit around all night hoping for a ranked game to happen. So we’re implementing a system where you can queue for a ranked game while continuing to play a casual game. When a game’s found, simply confirm you’re ready to go like in any other ranked mode and you’re good to go. Now you can have the best of both worlds.

Consolidate Casual Matches

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If people can leave casual matches to join ranked ones the remaining players will find themselves in a half-full casual match. We will implement a feature that allows multiple casual matches to automatically merge into one to fill out the empty slots.

Gunplay 2.0

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Beyond performance, weak gunplay has been cited as one of the main issues with the game. We agree and are working on substantial improvements to firing animations and reload mechanics. We are working on improving the feel of our guns. This includes:

  • More and improved animations

  • Recoil overhaul

  • Tactical vs Emergency reloads. When you perform a tactical reload (default) you will retain your magazine--you know, like in any other game. When you perform an emergency reload, you’ll eject your mag onto the ground as quickly as possible.

Our animator Kevin recently gave us a sneak-peek at the animations he is working on. You can either check out the full VOD or this highlight video made by Revenant, one of our most active community members:

4th Map Tileset

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As of right now, our procedurally generated maps are based on three different tilesets: C-Store, Killhouse, and Factory. More tilesets are in the works and one is close to completion!

Spring Update

More Performance Optimization

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As mentioned, performance optimization is a marathon, not a sprint. Thus we will continuously work on it. One of the areas in our code that could benefit the most from some optimization is how the server and the clients stay in sync. This can be separated into two aspects:

Initialization & Resync packet optimization - All the data for the state of the game when you connect is sent in a large package. When any part of the package gets lost or corrupted on its way to its destination, the whole package has to be sent again. Right now that package has a lot of data that we can infer from the map and changes infrequently. We will be pruning the main package to the minimum and then sending that infrequently data separately and only if it no longer matches the default state. This will result in a smoother loading experience, especially for players with lower bandwidth or less stable connections.

Gameplay packet optimization - After our network refactor, we set up a generalized system to handle how we send updated game state data to players. While it works and allowed us to release on time, it has the extra overhead associated with generalized solutions. We will be working on streamlining the data into the bare minimum size possible. This will reduce bandwidth and decrease packet processing overhead for the client. Then we will also be sending infrequently changed data separately to further minimize the effects of latency and packet loss.

Object Destruction

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Our long-time Alpha testers will remember, how before the network refactor gunshots and explosives would destroy props. Shooting at the shelves in a c-store would send the soda cans flying. Blowing up a wall would destroy everything that’s on the other side. We will re-implement these interactions to make the levels feel more dynamic again.

Ranked Overhaul

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Our rank system is dead simple right now. You get a number based on your matchmaking-rating and that’s it. We will replace it with a way more formal system comparable to other games that should have you feeling good about finally leveling up. We’re hoping this + the simultaneous ranked queuing will mean more ranked games, which means more high-quality games where people are playing Due Process seriously.

This update will likely include long-sought-after ‘rematch’ options for casual and tie-breaker options for ranked.

First Person Spectator

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After you die in a round, you will be able to spectate your teammates in first-person. Need we say more?

5th Map Tileset

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Yes, you’ve read it right. Another tileset is coming in the not so distant future!

Future Update

New Weapons And Gear

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We have a lot of ideas for additional weapons and gear that we want to bring to the game, but we want to hear your suggestions as well. What kind of weapons do you think would fit the game well? Which tool or gear would give lots of new tactical possibilities? Let us know in the comments below!

Cart and Shield

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Besides new equipment, we are also still missing a few things from before our network refactor. Most prominently the Shopping Cart Technical and the Ballistic Shield. We will give them an overhaul and bring them back to the game.

More Map Tilesets

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Tilesets keep the game fresh. We plan on regularly adding new ones! Do you have cool ideas for map tilesets? Tell us in the comments below.


As you can see, we have a lot of cool content lined up for the future! If you have any further questions, let me know.
-th_pion