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Beta Phase 4 Roadmap

First of all let's look at the Beta Phase 3 Roadmap and see how we did!

https://www.patreon.com/FantasyOnline2/posts/beta-phase-3-147124695

The January / February goals were:

  • Finish Guild Wars Phase 1 - Crablands ✓

  • Finish Broker v1 ✓

  • Love in Bloom / Love, Loss, Loot - Community Event ✓

  • Finish Infested Undercity ✓

  • Hidden Reef ✓

  • Surfside Shores 2.0 ✓

  • Sunken Sands ✓

  • Fiesta of Flavor 2.0 ✓

So overall, we actually did pretty good on the first part of the Beta Phase 3 Roadmap. Guild Warfare Phase 1 launched, Crablands launched, Broker v1 launched, the Valentine event happened, and Infested Undercity made it into the game.

Then we got to the March - June part of the roadmap.

That part of the roadmap was supposed to be where we started voting on the next big feature from the future work list. Player-Owned Land, Fishing, Cooking, Implants 2.0, new zones, new dungeons, mobile improvements, controller support, Hidden Reef, and all that good stuff.

Instead, we took a very hard turn.

The hard turn happened here:

https://www.patreon.com/posts/next-phase-of-3-150191892

That post asked what I should work on next, and one of the options was not actually from the original roadmap: making a new graphics engine to replace BabylonJS.

The people voted for it.

So instead of spending the last few months stacking more and more features on top of the old client, I went deep into building PxEngine.

And that is what most of the devlogs since then have been about.

Devlog #60 - Guild Warfare — https://www.patreon.com/FantasyOnline2/posts/devlog-60-guild-149352782

Devlog #61 - PxEngine — https://www.patreon.com/FantasyOnline2/posts/devlog-61-150447548

Devlog #62 - PxSprite — https://www.patreon.com/posts/devlog-62-150955434

Devlog #63 - PxTileMap — https://www.patreon.com/posts/devlog-63-151418457

Devlog #64 - PxSfsClient — https://www.patreon.com/posts/devlog-64-152024987

Devlog #65 - PxPlayerMoveController — https://www.patreon.com/posts/devlog-65-153398067

Devlog #66 - PxParticleEmitter — https://www.patreon.com/posts/devlog-66-155060938

Devlog #67 - PxLineBatch2D — https://www.patreon.com/posts/devlog-67-155330858

Devlog #68 - PxSkillGridNode — https://www.patreon.com/posts/devlog-68-154223404

Devlog #69 - PxWindowNode — https://www.patreon.com/posts/devlog-69-156557100

Devlog #70 - PxSkin — https://www.patreon.com/FantasyOnline2/posts/devlog-70-pxskin-157848112

Devlog #71 - PxLocale — https://www.patreon.com/posts/devlog-71-158819942

Devlog #72 - PxItemTooltip — https://www.patreon.com/posts/devlog-72-159517859

Devlog #73 - PxNavigationGuide — https://www.patreon.com/FantasyOnline2/posts/devlog-73-160569303

Devlog #74 - PxChat — https://www.patreon.com/FantasyOnline2/posts/devlog-74-pxchat-161118297

Devlog #75 - PxSkillBookWindow — https://www.patreon.com/FantasyOnline2/posts/devlog-75-161657297

So that is what happened during Beta Phase 3.

We got a lot done, but the roadmap also changed in a big way. Dino kept pushing content, events, zones, and updates forward, while I took the hard turn into PxEngine.

Now let's see how Beta Phase 4 will look.

July

  • King's Keep

  • Start Fishing art and gameplay design

  • Continue PxEngine

  • Continue bringing more game windows into PxEngine

  • Continue PxEngine mobile work

  • Continue PxEngine bug fixing and testing

August

  • Farmageddon Community Event

  • Continue Fishing production

  • Launch PxEngine

  • Continue PxEngine bug fixing and polish

  • Continue old client parity work in PxEngine

  • Continue mobile and input improvements in PxEngine

September

  • Fishing Release

  • Fishing Community Event

  • Molten Caverns

  • Continue PxEngine bug fixing and support

  • Continue Fishing fixes and support

  • Start work on parallel dimension characters

  • Sound effects

  • Polish Android and iOS with bug fixing and testing

October

  • Haunted Forest and Ghoulish Graveyard Update

  • Bonko's Carnival

  • Start FO2: Legends of the Sky

  • Continue PxEngine bug fixing and support

  • Continue Fishing fixes and support

  • Continue work on parallel dimension characters for Legends of the Sky

  • Sound Effects

  • Polish Android and iOS

I hope you're not scared of clowns!

FO2: Legends of the Sky is planned to be a 4-6 zone expansion. October will be when we start production on it.

November

  • Turkey Takeover Community Event

  • Continue FO2: Legends of the Sky production

  • Continue PxEngine bug fixing and support

  • Flying mounts for Legends of the Sky

  • Sound Effects

December

  • Holiday Isle and Isle of Coal Update

  • Release FO2: Legends of the Sky

  • Continue PxEngine bug fixing and support

  • Sound Effects

Uncover the secrets that await you in the clouds in FO2: Legends of the Sky! In Legends of the Sky you’ll start your adventure from level 1 in a parallel dimension character working your way up to level 100. Collect new gear to bring back to your standard FO2 play-through! Get your hands on new relics, faction items, implants and much more! This is very early in production so things are changing daily so don’t be scared to share feedback on what you’d like to see! I’ll be posting bi-weekly devlogs on my work once it starts!

-Dino

Remember, this is just a rough overview of what you can expect during Beta Phase 4. Things will be added and removed as time rolls on.

The big goal for me is to get PxEngine launched, stable, and into player hands.

The big goal for Dino is to keep the content pipeline moving with new zones, community events, Fishing, seasonal updates, and FO2: Legends of the Sky.

Also, when I have more time after PxEngine is launched we will have polls on Patreon and Discord to determine what I work on next. I will be pulling from the list of future work below when we run the polls.

  • Player Owned Land Phase 1 - Design and implement a land ownership system. Setup player land zones and instancing.

  • Player Owned Land Phase 2 - Design and implement a system for creating player and guild house exteriors.

  • Player Owned Land Phase 3 - Design and implement a player land/house market.

  • Implants 2.0 - Mobs get dodge/Implants get Accuracy.

  • House Interiors Phase 1 - Design and implement system for creating the indoors of a player or guild house. Setup house zone instancing system.

  • House Interiors Phase 2 - Item placement, storage, public/private house instance system.

  • House Interiors Phase 3

Have any other ideas for what Gamer should code up when he has down time? Post your ideas in the comments!

Have Fun & Keep Gaming!