Cyber/ROADMAP.md

2.6 KiB

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 0.8.0 - Purgatory

Like the name suggests, the purgatory. This is our first "release" and possibly our first proper milestone as a game. This is quite an "all-around" update, but mostly it'll focus on getting out a deathmatch-style gamemode to test out.

  • Cleaning up and fixing some bugs
  • Create an actual deathmatch map
  • Create some proper deathmatch mechanics and stuff

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.
  • Invent more roadmap

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.
  • Reorganizing inventory and polishing stuff like that

Version 0.3.0 - Juniper

(previously 0.2.0)

  • 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 0.2.0 - Mortician

(previously 0.3.0)

  • In-game console.
  • API for the console, should be able to print stuff on the screen on command.

Version 0.1.0 - Gigantic

  • Spawning basic capsule characters.
  • ...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.