Tes2Mod:DFRemake/Roadmap

The following is a basic development roadmap, without any time estimates, of how we see the project being done. Keep in mind that this is currently a rough guide only and subject to change.


v0.1
Goal: Playable exploration of a dungeon spanning multiple blocks, with collision, water, sound, and scripted objects such as elevators. No equipment, inventory, chargen, enemies, etc.

Assets:
Loading of a Daggerfall dungeon with 3d objects, sprites (flats), lights, and water data.
Collision functioning on dynamically selected world objects.
World block handling system (loading and dropping dungeon blocks as necessary).
Dynamic lighting system.
Rudimentary scripting system handling dynamic objects (elevators).
Water physics as with Daggerfall.
Sounds for footsteps and swimming; dynamic dungeon sounds, etc; possibly EAX implemented.
Doors.
Wide variety of display options, remappable controls, etc.
Climbing (not skill controlled).


v0.2
Goal: Playable exploration of a dungeon as before with character generation, statistics and skills, inventory, equipment, item piles, and damage from falling and drowning.

Assets:
Character generation with all races, appearances, allotted items, etc.
Item system, including leveled random item generation, gold, equipment, and tracking pregenerated items out of active world range.
Statistics and skills affecting gameplay, as with speed and running dictating movement speed, jumping controlling jump height and distance, etc.
Health and stamina dynamic loss and recovery with resting.


v0.3
Goal: Playable exploration and combat in a dungeon, as before with enemies, weapons, stealth, working combat skills, and skill increases with leveling.

Assets:
"Enemy-class" dynamic sprites loading and displaying in the world.
AI working for multiple enemies at once, with path finding, LOD, vision range, etc.
Stealth based on movement speed, stealth skill and lighting.
All weapon classes, including bows, functioning in the game world.
Backstabs, critical strikes, blocking, dodging, and all other combat-oriented skills working.
All skills increase with use; leveling up with allotting statistics implemented.


v0.4
Goal: Playable dungeon as before, with spellmaking, enchanted items, enemy casting and magical effects, item enchanting, and game saving/loading.

Assets:
Most to all spell effects planned working and able to be used in the spellmaker, including soul trapping, mark and recall, etc.
Enchanting system with all enchantment effects and support for soul gems.
Use of magic items and casting affected by spell skills.
Enemy AI takes into account magic and uses it.
Enemies use magic system effects such as spider's paralysis.
Saving and loading of games, ideally in a modular system that can be supported by later versions.


v0.5
Goal: Complete exploration of the game world with fast travel, overland and dungeons, without cities, taverns, temples or covens.

Assets:
Dynamic world system with support for climate-based decals, textures and height and dungeon entrances.
Day/night and year cycles affecting the sky, fog, ambience, and weather.
Fast travel map allowing travel to any location in the game world instead of sites.
Climate-based overland enemy generation.
Memory and save system handling the entire world.


v0.6
Goal: As before with all sites and 'flat' NPCs with dialogue and working shops, banks, and trainers, spellmakers and enchanters; no guild system, exterior 'walking NPCs', or justice system.

Assets:
Loading of exterior world cells such as cities with 3d objects and flats.
Fast movement between interiors of houses and the exterior game world.
Fast travel to specific sites.
Basic dialogue including asking about places and rumors, affected by persuasion skills and reputations.
Buying and selling of items through store shelves and merchants, calculating shop quality.
Full working bank system, including letters of credit.


v0.7
Goal: Addition of exterior NPCs, taverns, guards and a justice system and basic dungeon quests.

Assets:
Affiliations with guilds, with advancement and quests given; access must now be earned to guild assets.
Dungeons are now hidden by default.
Scripting system to handle basic quests revealing dungeon locations with item and monster goals.
Quest objects supported by the inventory.
Exterior NPCs with very basic AI, guards, and PC crime level.
City gates close at night, loitering is a crime.
Inn rooms can be rented.


v0.8
Goal: Addition of general quests from commonfolk and nobility, a complete scripting system with all types of quests from guilds supported, guild affiliations affecting NPC reactions, and complete NPC memory.

Assets:
Support for asking after work in dialogue.
Quests from general and noble types.
Solid scripting system capable of very complex quests.
Area-based reactions and individual memory for NPC memory make NPC reactions as in the final game.
Rumor system.
Logbook and notebook working as in the final game.


v0.9
Goal: "Feature Complete" working game.

Assets:
Lycanthropy and vampirism with cinematics, gameplay effects, quests, etc.
Daedra summoning with requisite quests and artifacts.
All artifacts implemented into the game.
Main quest complete to finish.


v1.0
Goal: Complete, stable, modifiable game, ideally with prepared translated versions.

Assets:
A lot of testing and fixing.