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Intersect Development Road Map

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Development Road Map

 

Intersect is getting closer and closer to release by the day. This summer has allowed Joe and I to dedicate an unprecedented amount of time to this engine and as a result of that we are ready to provide this road map starting now during Alpha 1.5 all the way to Release.

 

Alpha Plans (Complete!)

Alpha has gone really, really, well. You all have been absolutely amazing with all the bug reports and support. We love how you keep us on track and moving along. At the time of posting we are on Alpha Version 1.5. so here is what we have planned heading into beta.

Alpha Releases

Alpha v1.6: -- Released August 2nd, 2016

  • Completed Admin Panel
    • Spawn Items
    • Ban/Kick/Mute Players
    • Warp to Players or Warp them to you
    • Setting Admin Power
    • And a few other little tricks
  • NPC Spells
    • NPCs can heal, dash, shoot projectiles, and more!
  • Toggleable NPC Combat:
    • Dodged a bullet from a npc? Did it hit another? Suddenly you have a teammate! The enemy of thy enemy, right?
    • You can set enemies for each type of Npc. If they see an enemy they will fight!
  • Map/Npc/Resource saving immediately taking effect for online players.
  • Console Commands
    • Lots of extra tools will be added to the server console for easier administration.
  • Tons and tons of bug fixes!

 

Alpha v1.7: -- Released August 10th, 2016

    • Event Updates
      • Ability to use the players name in dialoges.
      • Allowing events to show who's online
      • Allowing events to tell the time and react to in-game time.
    • Dynamic Day/Night system with configurable time and tinting.

       

      Alpha v1.8: -- Released August 15th, 2016

      • Unicode support! (The first step towards multiple languages)
      • Tons of bug fixes/cleanup.
      • Whatever else we might want to add before beta!

       

      Alpha v1.9: -- Released August 20th, 2016

      • Tons of bug fixes/cleanup.
      • We want beta to be really stable!

       

       

      Beta Plans

      Once we reach beta we will increment the version number to 2.0. Starting at Beta 2.0 we are going to fix up the remaining systems for epic games.

      Beta Releases

      Beta 1: -- Released January 7th, 2017

      • Trading
        • Trade items between 2 or more players
      • Parties
        • Group up and share exp/rewards while playing together.
      • Chatbubbles
        • Because they are cute!
      • Quests!!!
        • You will be able to assign, track, and complete quests.
        • Events can change based off of what quests are available and which ones you have completed!
        • This is going to be epic!!!!

       

      Beta 2: -- Released January 14th, 2017

        • Beta 1 Hotfixes
        • Trading/Parties Invite Spamming Fix
        • More bug fixes
        • Combat overhaul!
        • Formulas XML

         

        Beta 3 -- Released March 21st, 2017

        • Multi-Language Support
        • All Editors Dark
        • Bag System
        • Ammo System
        • Dynamic Requirements (for Items, Resource Interaction, Quests, and Spells)

         

        Beta 4:

        • Any missing features
        • Friends System
        • Fixed Pathfinding
        • Replacing network with Lidgren.
        • New packet handling system.
        • Cleanup/Bug Fixes/Optimizations

         

        Beta 5, 6+:

        • Cleanup/Bug Fixes/Optimizations/Prep for Release

         

        Final Release, Intersect 1.0 (and Open Source) Plans

        Final Stretch!

        Release Candidate 1:

        • We will use this time to fix bugs, get guides/documentation written and more before everything officially goes live.

         

        Release Candidate 2:

        • We hopefully won't need this but it's here, just in case.
        • We will use this time to fix bugs, get guides/documentation written and more before everything officially goes live.

         

         

        Intersect 1.0 (Source Release!):

        • For the final release we are going to reset the version number to 1.0.
          • Instead of Alpha 1.X or beta 2.X we're simply going to call it Intersect 1.0.
        • The source will become available at this point.
        • We (Joe and I) will spend less time developing and more time helping everyone make games.
          • We will start releasing source tutorials, getting started guides, and more!
        • We want to be here before Q2 2017!
          • ..and then we can start on the Intersect 2.0 road map.

         

         

        Everything above is subject to change but that's our hope. We hope you like our plans moving forward and we will see how well we can stick to them as time goes on. As always this thread is open for discussion, feel free to drop us a note below :P

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        Yeah seriously, loving the progress and the professionalism here. I truly think you guys are onto something special here and this growing community is sure to keep your guys' passion and motivation going.

        WereAlpaca likes this

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        I like the road map and how clear it is. Can't wait to see Intersect move through the version :). 

         

        I would also add in the ability to use names in messages in events the ability to use embedded variables similar to RPG Maker and C# strings. For example I would have a message that says:

        "Ah, hi there, [playerName]! I see you've collected [numberofItems] x [firstAssignmentItem]s, well done. But you need [totalNumberItemsNeeded - numberOfItems], come back when you got everything!". Would be even nice if we can add different colors to each of those. But I am getting ahead of myself, sorry.

        Agoraphobic, Giligis and WereAlpaca like this

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        Awesome. Can't wait until september/october. I'll help and report as many bugs as i can in the meantime.

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        3 hours ago, Vallar said:

        I like the road map and how clear it is. Can't wait to see Intersect move through the version :). 

         

        I would also add in the ability to use names in messages in events the ability to use embedded variables similar to RPG Maker and C# strings. For example I would have a message that says:

        "Ah, hi there, [playerName]! I see you've collected [numberofItems] x [firstAssignmentItem]s, well done. But you need [totalNumberItemsNeeded - numberOfItems], come back when you got everything!". Would be even nice if we can add different colors to each of those. But I am getting ahead of myself, sorry.

        atleast for the playername variable, I know its gonne be done :)

         

        hell, even I got a $playername$ variable in the event system :P

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        7 minutes ago, Damian666 said:

        atleast for the playername variable, I know its gonne be done :)

         

        hell, even I got a $playername$ variable in the event system :P

        Hmm... does that mean in the events system we currently have, we can use $playername$ and it will show up? Or did I just understand this wrong?

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        I dunno if its already in JC's event system, but In Orion+, which also has a event system made by jc, its already there.

         

        I think its something yet to come in intersect though.

         

         

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        Because of the extreme time commitment and rapid coding by @Kibbelz we are switching around the roadmap a little bit.

         

        The dynamic Day/Night system will be pushed back to Alpha 1.7

        The admin panel and console commands are being moved up to Alpha 1.6

         

        Changes are now reflected in the OP.

        WereAlpaca likes this

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        If you need someone to make a video "How To" I'd be more than willing to help out between BETA 2.2 and 2.3.

         

        Looks promising - keep up the great work!

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        Hi all,

         

        Quick change. Due to the amount of bug reports in 1.8 there will be a really basic 1.9 release at some point to stabilize the engine. I will be working closely with Agoraphobic, Murdoc, and others reporting bugs to get the engine in as good of a state as possible as we enter beta and knock out the last few features we want in the base engine.

        HeadClot, HRA , MCADAMS and 2 others like this

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        Looks Like you're a bit late ! :D

        We are in October 2016 and still at Alpha 1.9, I'm sad of it. 

        I hope you will update soon, you work is great and if you need any help testing or making tutorials, making New tiles... I'm your man!

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        2 hours ago, Nymphisios said:

        Looks Like you're a bit late ! :D

        We are in October 2016 and still at Alpha 1.9, I'm sad of it. 

        I hope you will update soon, you work is great and if you need any help testing or making tutorials, making New tiles... I'm your man!

        Engine's are not coded over night. Took me four hours now to code an extremely basic, bare bones, buggy as all banannas game loop. Still got at least a few days to go on something simple like that.

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        I've noticed a few people are saying Intersect is dead, but many more think it and don't say it.

         

        The problem from my side (the side of someone who is waiting for and wants to use Intersect but has doubts about it being completed) is the lack of visible progress- I have no doubt progress is being made, but from our side we can't see it and it has been a while since a release.

         

        I think the best option would be to open up some transparency to the community with a visual bug/feature tracker so we can see things getting ticked off and thus see the progress being made.

        It's not something you'd have to update every day, but every few days. This would ease the tension with regards to Intersect being abandoned since it's basically the pillar of the community. I'm sure I don't have to tell you guys that every community that's ever tried to do what AGD is doing failed because they never managed to get a better engine out of the door with which to accommodate the non-programmer devs such as artists, writers and producers. Without a communal engine, those people who can't program an engine will go elsewhere to a site with an engine and the programmers will be stuck here on their own having to outsource their art and music which will eventually lead to "why am I even here" syndrome and they'll also leave, whilst with a communal engine, people form in-community teams, trade code for art and it allows people who don't program to create a game.

         

        PowderEngine, IndieRising to name two off of the top of my head. (The ones I used, though I know there are more I can't remember their names.) PowderEngine had it made, the road was clear to success, people were joining the community and then Spork/Spike was contractually forced by his employer to stop developing the engine, so his community died because no one can use a half-made engine. IndieRising died literally because Sekaru refused to listen to me when I kept telling him the community needed an engine to use as a platform to build on- because he didn't do that, his site was almost solely programmers who made one or two posts, usually showing off their game, then left never to return. User retention is important.

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        3 minutes ago, Kem said:

        I've noticed a few people are saying Intersect is dead, but many more think it and don't say it.

         

        The problem from my side (the side of someone who is waiting for and wants to use Intersect but has doubts about it being completed) is the lack of visible progress- I have no doubt progress is being made, but from our side we can't see it and it has been a while since a release.

         

        I think the best option would be to open up some transparency to the community with a visual bug/feature tracker so we can see things getting ticked off and thus see the progress being made.

        It's not something you'd have to update every day, but every few days. This would ease the tension with regards to Intersect being abandoned since it's basically the pillar of the community. I'm sure I don't have to tell you guys that every community that's ever tried to do what AGD is doing failed because they never managed to get a better engine out of the door with which to accommodate the non-programmer devs such as artists, writers and producers. Without a communal engine, those people who can't program an engine will go elsewhere to a site with an engine and the programmers will be stuck here on their own having to outsource their art and music which will eventually lead to "why am I even here" syndrome and they'll also leave, whilst with a communal engine, people form in-community teams, trade code for art and it allows people who don't program to create a game.

         

        PowderEngine, IndieRising to name two off of the top of my head. (The ones I used, though I know there are more I can't remember their names.) PowderEngine had it made, the road was clear to success, people were joining the community and then Spork/Spike was contractually forced by his employer to stop developing the engine, so his community died because no one can use a half-made engine. IndieRising died literally because Sekaru refused to listen to me when I kept telling him the community needed an engine to use as a platform to build on- because he didn't do that, his site was almost solely programmers who made one or two posts, usually showing off their game, then left never to return. User retention is important.

         

         

        There is some down time now, but if you see the progress that has been made the last year I don't think there is a reason to worry yet. I guess these things go in bursts because of motivation and time. 

        Kibbelz and Whitespirits like this

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        2 minutes ago, Kem said:

        Regardless, transparency is a good thing and would only help in this case.

         

        I agree with that. Just wanted to make it clear that some downtime is going to happen with a hobby project. 

         

         

        Kem, Diefool and Kibbelz like this

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        If for some reason the devs have to stop developing (The Good Lord forbid), then at least they would probably release the source.

         

        There's always a bright side!

         

        Edit: Based on the overall timeline of each version, 2.0 is due any day now (strictly based off of publicly available data.)

        However, I have been fully expecting some lag with this release since it is the beta, and therefore a more important release.

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