Hoo boy, this is going to be a long response...
- More equipment - Absolutely. There's a reason why there's so little of it at the moment: it wasn't really important. They were more or less aesthetic. There's a little bit of armour variation, but it's minimal. The plan was to have some clothing tougher than others, give speed or whatever bonuses. Mainly the reason it's not got much further is just concentrating on core mechanics, but I'm loving the camo and heavy ideas.
- Clothing physics. That is something I plan to look into. I know it's doable in UE, it's just working out how. The flags in Pineridge use a clothsim, but they are static placed. I've added it to my list though.
- Clothing customisation - That is something I've been wanting to add from early on. The problem I hit was getting colours to change at runtime. I actually solved that a few weeks back, and now every NPC has randomised clothing colours, which is honestly horrific because it all comes out shades of neon. I plan to use that to lock down colour ranges, and provide a degree of customisation at the start of the game, as well as some body parts, fur, etc for more character customisation. Now I know how to do it, I can start adding it in future phases.
- Firecrackers - another good idea. The old version of the enemies had a very direct damage system. The new updated version takes in damage inputs, so grenade style weapons are possible now
- Sticks - Thematic, but I'd have to think of how that would implement. The main concern there is eventually there should be various species out there chasing you, and the stick only works for canines. Then again, maybe there could be similar items that work only for specific species?
- Struggle - This has seen a lot of changes since the currently available version went online. The old Hit E to struggle has gone, it now uses a mouse movement system, so wiggling the mouse increases your escape bar. The plan is to link this in to character animation for better feedback and more procedural movement. Once that is figured out, I'm looking at implementing a new sex system, so the animation varies based on the stats or mood of the enemy, and can be influenced by the player as well. Using a procedural system as well would mean the sex portions would play out as a sort of minigame, with mouse movements controlling your character, pleasure & orgasm bars and so on. It's still in the design stages! It wouldn't cut down on the animations happening, but should make it a lot more interactive and different every time.
- Participants - That's sort of in the plans. The starting structure has space for 20 wolves and 20 participants. When it's working, the world maps will show where each wolf and each participant is. It's a bit of a multi-step process to get it to work though. First up I need to get the whole thing working for the wolves, so they generate at the start and pop up through the levels unless they get taken out.
- The easter eggs would probably be random events. Those are pencilled in for Phase 4.
Honestly, I'm liking a lot of these ideas, and I've added quite a few of them to my build list. The main deciding factor is my ability to implement them!