Diese Karte soll einen Eindruck der Entwicklungsziele und des Fortschritts vermitteln. Unten befindet sich dazu eine konkrete Auflistung der einzelnen Ziele. Noch tiefere Einblicke in die Entwicklung sind im Endyr Changelog und Entwicklerblog auf der Hauptseite zu finden.
Diese Seite wird monatlich aktualisiert. Um den Aufwand überschaubar zu halten sind die Details nur in Englisch verfügbar – sorry!
Details zur Roadmap
Spielinhalt — 48%
background story | |
level design (outside, underground) | |
wild animals, monsters, enemies | |
enemy tactics and attacks | |
items (armor, weapons, ingredients, etc.) | |
survival stuff (fishing, hunting, campfires) | |
crafting recipes (cooking, forging, etc.) | |
player talents tree, exp gain | |
puzzles (eg. revealing the bg story) | |
writing (scrolls, books, signs, etc.) | |
music composer | |
clothing designer | |
scripted events | |
game balancing | |
sound effects | |
custom map graphics | |
custom item graphics | |
custom actor graphics | |
custom object graphics | |
custom music |
Spieler — 85%
walk around / path-finding | |
equipment slots | |
damage model | |
buffs, needs and temporary effects | |
crafting interface / different workstations | |
life display of worn clothing/armor | |
player classes / level-up (unlocking abilities) | |
player death and what follows |
Figuren — 88%
actor support (NPCs, animals, enemies, etc.) | |
interactions (through weapons and tools) | |
basic dialogue system | |
advanced text formatting | |
shop menu (gold / lux / other currencies) | |
followers, mounts and pack animals | |
behaviour (roam, hunt, herd, defense) |
Gegenstände — Fertig!
inventory (supporting bag-in-bag) | |
throwing and disappearing items | |
stacking and stack handling | |
item context menus | |
life display (show items in shelves, frames, etc.) | |
agriculture (growing plants, harvesting) |
Tile Map — Fertig!
map and game editor | |
auto-tile placement | |
animated tiles, palette animations | |
multi-plane support (eg. ghost plane) | |
lighting, shadows, daytime | |
dynamic maps (eg. digging mine lodes) | |
map instancing | |
placing and building procedure (co-operative) | |
interior decoration (furniture) | |
replacing floor and wall tiles |
Spiel-Engine — 91%
multiplayer / MMO | |
scripting system | |
GUI (character creation, menus, chat) | |
multi-lingual interface and scripts | |
input support (mouse, keyboard, touch) | |
responsiveness (game/GUI scaling) | |
helpers (areas, spawners, effects, events) | |
interaction points for objects | |
fishing (net / rod, hook, lure) | |
weather system (rain, snow, heat, etc.) | |
screen buffer effects (blur, rain, drunk, etc.) | |
sprite effects (smoke, footsteps, ground blood, etc.) | |
pixel effects (liquid drops, sparks, dirt sprays, etc.) | |
optimizations and fine-tuning |
Projektumgebung — Fertig!
general setup (hardware, database, etc.) | |
project website | |
user registration and login (via yhoko.com) | |
pre-ordering / store |
Abgelehnte Punkte
Liste der Punkte, die entweder stark verändert oder komplett gestrichen wurden (und warum):
Seamless map | Instead of moving from level to level players should be able to smoothly walk through the whole world and inside buildings. This idea came up during development but it was too late to be included. It remains a subject for further projects. |
World housing | Initially players should be able to place their homes anywhere on the map. We found this would limit players too much in terms of available space and on the other hand interfere with the scripting of events. Therefore this system was changed to allow instanced "new lands" that are only accessible through teleporters. Basically every player can now buy as many land pieces as they like and build whole cities there. |