› Future Implementations

Originally we planned on having three time zones in this game (the ones we have now plus the 1920s); this was removed due to constraints of time and programming, but if we made it into a full product this third time layer would certainly be necessary. One notion we had was that the players would be less powerful (i.e. less good at moving or communicating) as they moved backward in time; this doesn't make any sense to implement in the demo stage we have now, but it would definitely bring more depth and variation to an ideal finished game. Because we’ve created a range of skills for each player but have a limited demo, any power that gets left out this stage would re-appear in a full version of the game.

Another thing we'd want to emphasize over numerous stages in the game would be a sense of character development and progression. Not only would this come through the narrative, but we also talked about the idea of having our characters actually became either weaker or more divisive as a team as the game progresses. This would be due to the fact that by preventing the apocalypse they would essentially be making it so that they would never be born (and thus fade into nothingness at the end of the game). Ideas for other levels included corporate offices, military bases/camps, small towns struggling to develop against adversity, and political buildings of various types.