Over the past few weeks, we’ve been repeatedly asked to give some insight into when the beta will be released. If you’ve listened to the podcast with BigSushi, you know that it’s really impossible for us to say right now. But, what we can do is list the things we’re working on, and what we think needs to be in the game when the beta is launched. So, we’ve decided to produce a proper development roadmap. It’s still a really rough version of it, really more a list than a map at this point. It’s also subject to change. We may add to it if we realize there’s a feature that really needs to be there, or even remove something if it becomes clear that it’s too complex to add into the beta, or not really needed. Eventually, we’ll have a more elaborate version of this roadmap up. That way, you’ll be able to have a look at what’s being worked on in a very simple and easy way.
Of course, putting together this roadmap properly is difficult, because a lot of it is linked to other things very intricately. For example, the survival mode really needs a proper day night cycle. However, for a good day night cycle, we’ll need lighting in the form of torches. However, for torches, we need deferred rendering to be working properly. And switching to deferred rendering will take a few days to set up, at least. So, without any further delay, let’s go on a road trip.
This is a more freeform mode, where you will build your castle without fear of constant attack. Corruptrons will still be there, but they’ll just randomly wander around the map rather than focus on attacking. They’ll act more like wandering creatures than an organized army. The idea is that you’ll be able to explore the map and build how you want. Of course, refining our LOD system is very important for this mode. There is a lot of potential for big and interesting maps in this mode if we can overcome our current map size limit.
(This gameplay could appear after the release of the beta)
Needs to be fixed and reworked for the arena mode.
Needs deferred rendering for them to work correctly
Mines & underground tunnels
They need to be reworked and tweaked
leads to world sizes bigger than the current 1024 limit.
This seems to be our daily grind quest. Pathfinding is critical since it’s such a large part of the game’s core mechanics. There are a few new things that we want to add in, along with fixes that could really enhance the quality of the game experience.
For multiplayer sake we need to create a new save and load system that will help us out in the future
Soldier and archer spawning system
Requires things like new materials for swords and such. A major aspect that needs to be handled for survival mode.
Fix and tweak to make it more usable.
Big revamping needed
Will allow us to add more detailed objects without having to add geometry or to fake details in the textures.
Night & Days
Shading in general
Will allow a better way to do selections
Adding new sounds & music
Fabric as a fallback for Wwise
This covers a fair bit about our plans for the future. But there are still a lot of other things that need to be done that aren’t directly tied to the game’s development, but that need to be done regardless.
Fuzzywobs streams tonight!
Fuzzywobs will be doing another incredible stream tonight at 7PM CST, 1AM GMT. I’ll be there and available on chat if you have any questions. I’ll try to answer them to the best of my knowledge.
You can see the stream right here: http://www.twitch.tv/fuzzywobs
Soundtrack of the week?
No soundtrack of the week this week. Instead, I invite you to listen to the interview we recently did with Bigsushi. It will get you a better idea of how we work, and what our plans are.
You can listen to it as a stream, downloadable MP3, or on iTunes.
And, as always, thanks for reading.
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