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Roadmap (1.x)
After the main work under the OctoberProject roadmap concluded with OctoberPeaks 1.0, future plans make more sense being driven from here.
The 1.x OctoberPeaks releases exist as a way to de-scope OctoberPeaks 2.0. This means that this roadmap will be updated as plans are made to peal away requirements for 2.0.
It is possible that 2.0 is never required and just kept as a "version infinity" to contain all the future ideas which are not yet planned, only to work their way into later 1.x releases. The relevance of 2.0 is that it would be a point where compatibility with all the 1.x data could be scrapped to create a clean break.
This will be based on OctoberProject 1.17. Key changes (subject to change):
- show item held in hand (both first-person and third-person)
- show attack/action animation (both first-person and third-person)
- eating and sleeping should take time and not be instant (sleeping will require player location handling)
- add new world generation buildings with loot (should generalize this into a "loot table" concept)
- continue greedy meshing experimentation (is this good enough at parallax?)
- increase maximum view distance
- replace villager house structures
- add long grass in world generation
- add ice blocks and a cold biome
- add rain and snow (rain waters tilled soil and snow accumulates)
- add an enchantment along the lines of "silk touch" to pick up ice/glass/leaves
This will be based on OctoberProject 1.16. Key changes (subject to change):
- add sounds: block mover activation, attacks, sounds for breaking different block types (continuous sounds for feedback)
- improve creature AI to properly navigate sub-blocks (including door usage for villagers)
- add chickens for feathers (falls slowly)
- add spiders for string (can crawl up walls and on ceiling)
- bonus melee damage while falling
- basic user auth system (just a server-assigned password with a basic salted exchange)
- custom user skins: with client-local and server-local storage
- reconsider more plant growth phases (and rebalance growth time)
- increase water flow distance
- rebalance world brightness (either find a new use for diffuse lighting or reduce base lighting)
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.14.1
This will be based on OctoberProject 1.15. Key changes:
- torches on walls
- add plant hydration mechanic
- make trees grow in stages
- lava bucket as fuel
- upside-down stairs
- formalize stair/slab textures
- add sounds: broken tool, finished enchantment
- "drop as passive" should "throw as passive"
- leather from animals
- event on repair block (for particles)
- improve client graphics performance
- implement server messaging support
- add gravel and increase sand use in worldgen
- create glass block
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.13
This will be based on OctoberProject 1.14. Key changes:
- complete change to the AI system, allowing creatures in the world to have concepts of high-level "goals" and "fears" driving their more immediate actions
- create a creature analogous to a Minecraft villager, creating mechanics for trade and broader interaction with a living world
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.12
This will be based on OctoberProject 1.13. Key changes:
- introduce blocks which can push/pull blocks in the world (up to some limit)
- create sub-block collision
- introduce sub-blocks such as stairs, slabs, and proper doors
- add creative flight
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.11
This will be based on OctoberProject 1.12. Key changes:
- performance enhancements for client-side rendering in terms of updates to entities and state changes
- test dynamic cuboid combination to avoid so many per-frame render calls
- formalized whole-system benchmarks to stress multi-player network, creature entities, or passive entity saturation
- improve scalability of server-side network scheduling (scale-out per-client overhead)
- verify that dynamic network fall-back works (dropping cuboids from client when the network can't keep up)
- re-write SpeculativeProjection to more cleanly provide client-side updates, eliminate old considerations, and improve client-side projection
- avoid redundant server-side write-back
- use more aggressive logical caching on server (unchanged data cached across ticks)
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.10
This will be based on OctoberProject 1.11. Key changes:
- add sounds for event hooks
- animate moving entities more fluidly
- create animation frames for entities in the world
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.9
This will be based on OctoberProject 1.11. Key changes:
- add enchantment mechanic
- support creating custom portals
- invert logic of block and entity mutations to use pluggable event handling helpers (configured by data file per block/entity)
- increase viewable distance defaults and improve network IO scheduling to pack smaller cuboids
- more flexible server configuration and less rigid internal server (single-player) configuration
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.8
Note that this was split from 1.7 in order to test those changes earlier.
This will be based on OctoberProject 1.10. Key changes:
- bow+arrow
- additional mobs (both hostile and passive)
- generalize collision with other entities and the environment and allow things like water to "push" entities
- falling block entities (sand)
- knockback in attacks
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.7
This will be based on OctoberProject 1.9. Key changes:
- items on the ground will now be entities, impacted by physics and able to despawn if loaded for too long
- taller player
- improve handling of visible entity range
- better handling of entities "stuck" in blocks
- movement simplification to remove those "stutter" cases
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.6
This will be based on OctoberProject 1.8. Key changes:
- more locations of interest within world gen (both on the surface and under ground)
- ladders
- portals
- more ores and tech tree
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.5
This will be based on OctoberProject 1.7. Key changes:
- complete re-write of entity movement into a more complete physics simulation
generalize collision with other entities and the environment (DEFER to 1.7)- details of what the mutations for this will entail are still being determined
- client-side movement with server-side validation
- add crouching and running
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.4
This will be based on OctoberProject 1.6. Key changes:
- sky light multiplier should consider more than just 1 block, making the appearance softer
- additional logic block types and more fleshed out logic mechanics (likely a diode, transistor, and some kind of "inventory sensor" - probably hopper control, too)
- improve client-side management interfaces (delete worlds/servers, better feedback on UI meaning)
- introduce a hoe and require plants to be on tilled ground (potentially creating more interesting hydration and fertilization mechanics). The only reason this wasn't part of the original game is because it didn't fit into OctoberPlains' UI.
- improve entity movement so things like falling don't feel so glitchy while also adding running/sneaking modes
- change from shared client-server movement responsibility to client-owned, server-validated
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.3
This will be based on OctoberProject 1.5. Key changes:
- client-side preferences
- interactive interface for world and multi-player selection (not just command-line)
- allow for other client-side view volumes above 3x3x3
- improvements to client-side lighting performance
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.2
This will be based on OctoberProject 1.4. Key changes:
- lava should damage entities and destroy items
- world-gen changes: basic caves, grass
- fire (should damage entities, destroy items, and spread)
- connected "multi-block" items such as double-doors
- fix liquid rendering at cuboid boundaries
- fix lighting in flowing lava blocks
- liquids should break certain blocks (drop as items)
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.1
This will be based on OctoberProject 1.3. Key changes:
- lava and basalt (also in worldgen)
- AI tracking improvements and refactoring
- liquid flow rate
- liquid interactions
- declarative liquids and creatures
- random block drop behaviour
Release: https://github.com/jmdisher/OctoberPeaks/releases/tag/v1.0
For reference, this was based on OctoberProject 1.2.1.