The Road Map
Time to share with you guys the road map of the game up to the Beta release.
Introduction
This road map is not detailed nor pretends to be. It’s a broad view of what is coming and is a living document prone to change.
For the past year and a half I’ve been working on the game and even though the progress may be little (about 80% of the world generation code) I had to learn a lot of stuff to reach that point. Also, world generation is I think one of the hardest parts of this project and the one I must be satisfied the most since day zero because changing a world once the players are using it is always complicated. However, our world is changing constantly and far reaching cataclysms happen, so who knows!
Each phase has three points in common:
- Front end. Everything that must be represented to the player and interact with. Ideally easy to work in tablets but not a priority until at least Beta.
- Back end. To record everything in the database and to retrieve all what is needed.
- Book keeping. Everything must be recorded turn by turn. This will be handy for historical maps and using for data when implementing new features.
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World Generation
Is basically the map, the most important thing in the game!
- Topography.
- Water placement (no seas or oceans, just rivers and lakes).
- Moist distribution.
- Resource distribution.
- Heat maps.
- Biomes.
Current status — all the code is there I’m just tweaking things and rewriting stuff I don’t like.
Population Dynamics
IM is a living world. Your subjects are yours but they have a life too. They born and die and more or less move freely around the world. Specially in the beginning when the Royal Authority is not strong.
- Logistic growth.
- Settlements.
- Culture.
- Migration.
- Revolt risk.
Current status — design board.
Economic System
Population and economics go hand to hand. In this game the people is just another resource for the Kings to transform raw resources into something useful.
- Economic relations between resources and people.
- Transport.
- Customs.
Current status — design board.
Administration System
Options to do as you wish within your realm.
- Duchies.
- Budget sliders.
- Royal Actions.
- Royal Policies.
Current status — design board.
Military System
About time. Exert power outside your borders.
- Armies.
- Battle simulation.
- Fortifications.
Current status — design board.
Diplomacy System
Another way to do your will outside your borders.
- Communication between players.
- Bargain table.
- GUI for land selection and validation.
- Basic pacts.
Current status — design board.
GUI Polish
Just tidying things up for Alpha.
- Notification system.
- Front end tweaks.
Alpha Release
From this stage on a working system is establish where I release and get feedback from players. Bugs must be squashed and suggestions from players must be incorporated. A strong core must rise from this stage.
- Single map.
- 16 players.
- Invitation only
Current status — not released!
Multiverse
Generate not only one but infinite worlds.
- Internal tool for selecting worlds to release.
- System to automate registration and notification.
- System to send player to a new or existing world.
Current status — surprisingly, I have almost finished the internal tool because I needed it for testing the world generation.
Vacation Mode (AKF Mode)
Allow players have a break.
Internal Tools
Own administrative tools.
- World selection.
- Invitation code system.
- System notifications to players.
Current status — design board.
Beta Release
- Four maps.
- 16 players each.
- Invitation only.
Current status — not released!
Conclusion
As I stated before this is a living document. I may add or remove features depending on how my personal feeling goes and time constrains.