Skip to content
Felucca Online

Roadmap

The board we work from

This is the team’s real task board, kept as files in the game’s repository and updated by every change that moves a task. Nothing here is a promise or a date; it is what we are doing and what waits.

Milestones

  • FoundationsDone

    Renderer, pixel-art asset pipeline, object catalog and the demo village.

  • Combat showcaseDone

    Destructible world and real-time tactical combat, playable offline in the client.

    2/3 tasks done

  • Public devlogActive

    Website, changelog, blog with Discord comments, docs and this board.

    0/4 tasks done

  • First playtestActive

    Server, networked client and a waitlist that sends invites.

    2/8 tasks done

  • The worldActive

    The generated world atlas, then the playable map built from it.

    14/19 tasks done

  • Player building and vassalsPlanned

    Claims, placing and repairing buildings, the lord and vassal layer, sieges.

    0/2 tasks done

  • On-chain economyPlanned

    Inventories, gathering, crafting and combat on the Solana ledger.

    0/2 tasks done

Backlog18

Agreed to be worth doing, not scheduled.

  1. Design the rules of the lawless isles

    Game design

    The world

  2. Walk on upper storeys and climb stairs

    CombatServerClientProtocol and SDK

    The world

  3. Design player building

    Game designWorld

    Player building and vassals

  4. Design the lord and vassal layer

    Game design

    Player building and vassals

  5. Choose the in-game UI framework

    Client

    First playtest

  6. Equipment over the wire and server activities

    CharactersServerProtocol and SDK

    First playtest

  7. Ship the baked world to players

    WorldInfrastructure

    First playtest

  8. Speed properties from gear (SSI, FC, FCR)

    Game designCombatCharacters

    First playtest

  9. Castles, gatehouses, wall towers, docks and bridges

    WorldArt and assetsGame design

    The world

  10. Give the atlas resources item ids and gathering

    WorldChainCharacters

    The world

  11. Townsfolk, guards and vendors

    WorldServerGame design

    The world

  12. Decide how unique items live on chain

    ChainGame design

    On-chain economy

  13. Settle the open questions of on-chain combat

    ChainCombatGame design

    On-chain economy

  14. Measure the frame cost of see-through circles

    Rendering

    Combat showcase

  15. Real Discord, X and press kit links on the site

    Website

    Public devlog

  16. Shared tile occupancy at region borders

    Server

    First playtest

  17. Livelier hero loop video

    WebsiteArt and assets

  18. Upgrade the client to Bevy 0.20

    Client

Next1

Picked for the coming days.

  1. Split the decision log into docs/decisions/

    Docs

    Public devlog

In progress1

Someone (a person or a session) is on it.

  1. Deploy the devlog (Vercel, R2, KV, Discord bot)

    InfrastructureWebsite

    Public devlog

In review2

Built, waiting for review or merge.

  1. Build the public development pipeline

    WebsiteInfrastructure

    Public devlog

  2. Connect the waitlist form to a real list

    Website

    First playtest

Done18

Merged to main.

  1. Build the playable map from the atlas

    WorldServerClient

    The world

  2. Build towns and buildings from the atlas

    WorldArt and assetsGame design

    The world

  3. Generate buildings from room programs

    WorldGame design

    The world

  4. Generate the world atlas

    WorldGame design

    The world

  5. Model diagonal walls, low walls, arrow slits and crenellations

    Art and assets

    The world

  6. World props: bones, graves and battlefields

    Art and assetsWorld

    The world

  7. World props: camps and work in the wild

    Art and assetsWorld

    The world

  8. World props: fields and farmyards

    Art and assetsWorld

    The world

  9. World props: roads, bridges, rivers and coasts

    Art and assetsWorld

    The world

  10. World props: rocks, cliffs and ores

    Art and assetsWorld

    The world

  11. World props: ruins and standing stones

    Art and assetsWorld

    The world

  12. World props: shrines, magic and dungeon entrances

    Art and assetsWorld

    The world

  13. World props: town dressing

    Art and assetsWorld

    The world

  14. World props: wild plants

    Art and assetsWorld

    The world

  15. Cut see-through circles around mobiles

    Rendering

    Combat showcase

  16. Merge the combat showcase branch

    CombatClient

    Combat showcase

  17. Hide tree crowns near the player

    RenderingArt and assetsClient

    First playtest

  18. Server-owned object damage and wire events

    ServerWorldProtocol and SDK

    First playtest