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Projects Priority/Status

Posted February 15, 2023 by Xhin

  • Astero -- has been bumped up for the time being, but isn't a high priority unless it's stupidly stupidly easy to program or something. If I switch focuses again or go back to TOE full-time I'll drop this down into a different category.

  • The Omega Exhibit -- A bit wider in scope now, but not bad. Just enough to make the game actually interesting, and fit it in with the Lore better.

  • Merchant -- extremely small scope, Notes are also done, so bumping it to the top. Needs better lore, if that's even possible. It's a Labyr dimension, I know that much.

  • Drillr -- it's a simple enough project and the scope is staying completed and small. Now with lore.

  • Phonemaze -- the original game is very viable to launch, just needs to be pulled out essentially (I think doing this is part of the blog project, which should be in "Other Projects"). Ideally rename it too.

  • After these, I'd like to get an alpha of the rebrand in place, along with other small games that I've made or can make. Also the fractal toy, the map generator, some version of metamorph/trippify, the manifold, etc. Possibly an alpha of the Blog to at least showcase what I'm working on.

  • Eldritch Library -- Definitely more mechanics now, but this game looks *awesome* and a great tech demo and I also have the skeleton done so I'm bumping the project up in priority. My work here is definitely going to help with Fleet and Courier.

  • Stocks -- Same.

  • Fleet -- Potentially Same.

  • Matchsticks -- I have this idea in my head and following the development on my blog would be perfect for blog traction.

  • Crazy Diamonds -- Basically done, just needs finalization on the new features/lore and a bunch of bugfixing.

    At this point I should have enough solid content to be able to push towards jobbing it out. And/or freelancing again. I think the blog is going to make the biggest difference there, since it details thinking processes and such.

    Other small projects

  • Pretty much any text-based game has the potential to be optionally instanced multiplayer, though the utility of this is going to vary depending on the game. Adding this functionality to XIFNET as well would be super cool. Check my The Arena notes on this or just make a new post for it. Would be cool to have this functionality along with a few text-based games during the new GTX0's launch.

  • Fractal Maze -- I'm assuming this is a small project, though I could be wrong.

  • Forever Garden Game. Blogging bits of it incrementally makes a certain amount of sense post-launch, that project is deliciously weird.

  • Alchemy Game has the potential to be a small game with a similar scope size to Drillr. Blogging the process here would be neat if I can get the scope nailed down.

  • Bigram Matcher looks small on the scale of matchsticks, so it would be a good blog project.

  • Starmap should be a good blog project to test out fractal procgen tech. Very bloggable. Stocks will definitely be doing that as well, however the data format is different.

    Other Projects

  • Wordnet -- getting wordnet working in some capacity will be highly useful for all of my games, particularly the ones that are content-driven. This is however a project in itself.

  • Drifter -- not a priority but at the top of my list for non-priorities. Very cool engine and mechanics.

  • Fishing Game -- Good medium-sized project, going well and will bump it up once the other ones I want to finish are done.

  • The Arena -- Not a huge priority. Interesting and heavily shatterloopian though.

  • Shatterloop Alpha -- getting shatterloop up to early alpha 4 and launching it with Pouch functionality seems like a worthy goal.

  • Wanderer -- interesting project. Definitely worth building. Scope seems reasonable. Lore looks legit.

  • Kavernz -- overlaps heavily with wanderer, except for the keys/doors/puzzle aspect, the engine and the real-time thing. Could probably build the two games concurrently.

  • Onna Bote -- Very interesting project, uses the fractal generator very constructively and also offers similar gameplay to merchant with lite base building and combat.

  • Twins -- Reasonably simple scope (other than the combat system which is complex as hell), should be an interesting project.

  • Minds -- definitely a medium-sized game. A lot still isn't fleshed out yet, but it runs largely on parts of Shatterloop's engine so the technical feasibility is high. I'd rank this one below the fishing game and above Courier, unless the Eldritch Library highly accelerates that project or something.

  • Zenith -- not really fleshed out yet, so hard to say.

  • Wild Pig Island -- Scope looks simple enough, will be a good project.

  • Courier -- requires lots and lots and lots of content creation so this is a longer-term project.

  • Lootopia -- transformation systems need to be fleshed out, also this is highly content-driven. Transformation systems are probably going to be fleshed out in Fleet, so that would bump this project up, though there's still the content concern -- finding some kind of useful word database would be highly useful for this and other content-driven games. However I still want a heck of a lot of sensible handcrafting.

  • Space Monkey -- Content is the main concern here. Also idk what the actual gameplay looks like. The text engine is pretty solid though.

  • Automaton -- much larger game, with the main pieces coming from Space Monkey and Starmap. No idea what the scope will be until those are complete.

  • Pumpkin Game 2022 -- Seems like a reasonable scope, however it's not halloween anymore so the content either needs to be generalized or it needs to be a seasonal-type thing. It also involves other players, so I'll need to reach out to people to get them to play.

  • Maginife -- None of my notes are fleshed out yet. A lower priority than Pumpkin Game 2022 for sure -- similar engine though.

  • Gem Genie -- the scope needs to heavily get cut back, like combat in particular. Should be a reasonably solid game otherwise, though it overlaps a lot with the more-ux-polished Drillr. I guess the procgen crafting system would be the main selling point that distinguishes it from drillr, so I should focus it more on that. It also has some interesting unique movement, similar to Crazy Diamonds in some ways.

  • Phonemaze -- it seems like a reasonable scope, around that of Drillr, but I haven't explored this project in a while.

  • Sim project -- interesting and sandboxy, scope needs to be constrained so I can get a feel for it.

  • TBS -- much larger project, on par with the fishing game probably. No idea when I'll get around to this again.

  • Labyrinfinity parent project -- combines labyrinfinity and the fractal town structure of courier. May be unnecessary if those are both viable individually, the original point was to showcase both of those technologies. Could however re-scope it so it offers something unique beyond those two features, or integrates them together better or something.

    Big Projects

  • NIFE -- Needs extensive cleaning/UX. Also needs infinite support, more social support (nevermind, the rebrand fixes that), item amts support and instancing for the collaborative conworlds angle. No idea when I'll get to this again.

  • Shatterloop -- Needs additional years of development. Definitely still worth doing, but working on smaller projects is going to help a lot with getting this monstrous beast eventually out the door. Not sure when I'll start work again -- maybe after the whole blog/small projects thing happens I can subdivide time between it and other projects.

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