Roadmap ======= This file contains all the intended features for each version, so in addition to being a roadmap for the future, it acts as a changelog. Yes, the plans go so far into the future that the universe will probably die a heat death before we are done with this list. Mostly because generating version names is fun. Version 0.7.0 - Crazy --------------------- - [ ] Generated room layouts. - [ ] Generated interior items. - [ ] Current "development room" should lead out to a corridor with doors to these generated rooms. Version 0.6.0 - Snub -------------------- - [ ] Character model with rig. - [ ] Clothes models with rig. - [ ] Pistol model. - [ ] Furniture models: bed, nightstand, high lamp, wardrobe. Version 0.5.0 - Overrate ------------------------ - [ ] Shooty guns. - [ ] Health, with HUD. - [ ] Death and respawning for players. Version 0.4.0 - Hug ------------------- - [ ] Items and inventory. - [ ] Equipment, can wear items (just basic cubes) on head and hands. - [ ] Equipment, can cause some effect by "using" an item equipped in hand. Version 0.3.0 - Mortician ------------------------- - [ ] In-game console. - [ ] API for the console, should be able to print stuff on the screen on command. Version 0.2.0 - Juniper ----------------------- - [ ] Basic interactions and an environment for testing. - [ ] A room with a door, a button and a screen. - [ ] Both players should be able to open the door and press the button, and see a reaction in the world (door opening, screen flashing). Version 0.1.0 - Gigantic ------------------------ - [x] Spawning basic capsule characters. - [x] ...With movement capabilities. - [ ] Client-server connectivity, players can see each other moving around. - [ ] 1. Client-server connectivity: the clients can connect to the server and send some messages back and forth. - [ ] 2. Players can see eachothers capsule-characters and send commands to move them around. - [ ] 3. Basic syncing (Send sync packages at certain intervals) in order to sync positions correctly between server and client.