Here’s a rough roadmap leading up to alpha:
Unreleased
0.8.0-pre-alpha
- Movement smoothing, so transitions happen over time
- Animation support for movement, spawning and despawning
- Multiplayer support
- Different camera modes
- Finish refactoring and cleanup
0.9.0-pre-alpha
- UI for drawing the map and controlling the simulation (start, pause, speed)
1.0.0-pre-alpha
- UI for creating and editing rules
0.1.0-alpha
- Final sprites and sfx
- Save and load games
- Six example games (knockout, invaders, pacman, boulderdash, bomberman, sokhoban)
0.2.0-alpha
- Polish, bugfix, optimize
- Promotional video launched
Released
0.1.0-pre-alpha
- just get something up-and-running, rendering random tiles
0.2.0-pre-alpha
- draw rocks and trees, and implement an action to make rocks fall downwards
0.2.1-pre-alpha
- implement rules, and use these to drive behaviour
- support rendering playfields of different dimensions
0.3.0-pre-alpha
- rules to make the rock fall to the left or right
- conflict resolution algorithm
0.4.0-pre-alpha
- Symmetry
- Rules for monsters that leave dirt trails
- Rules for Conway’s Life
- Support variable speed rules
0.5.0-pre-alpha
- Add pre-conditions as rules
- Support control pad input as a pre-condition
- Rules to move a player around
0.6.0-pre-alpha
- Add events to rules, that fire when the rule activates
- Add sound effects as an event type
- Add sounds to the existing rules
- Implement a simple camera system, allowing zoom and centering on an entity
0.7.0-pre-alpha
- Add a level select menu, with multiple levels to test different rule types
- Experiment with look-ahead, whereby additional rules may activate based on current activations
- Refactor the automata engine to make it driven by Flecs