Milestone: Good News, Bad News, and What Comes Next

Last post, I told you that if one more build of fixes was all the AWEN pipeline needed, everything we set out to prove with this testing would be proven. So here's where that landed: the good news first, then the bad.

The good news

The pipeline is stable. It isn't done, and there's still work and refinement ahead on it, but it's stable enough that we can move on. That matters because the next set of tools we need to build all depend on it. They couldn't start until the pipeline could hold their weight, and now it can.

The bad news

We're about six weeks behind. We don't know yet whether that will push back the release date, but it's very possible it will. Release is still about three and a half months off, so we're going to wait to make that call until we see how far we get with the next pile of work. When we know, you'll hear it here.

The next pile of work

The next big round of work is three pieces:

  • The item and crafting system.
  • The task system for NPCs.
  • A bare-bones game master tool, enough to demonstrate how the human-in-the-loop game master will work in Grimmloch.

We'll be releasing portions of this between now and the end of the year, so you won't have to wait for all of it to see some of it.

What has to be done before beta

Beyond that round, these are the big systems that have to be in place before the game is ready for beta:

  • the reputation system
  • the combat system
  • more map areas to explore
  • a limited version of the non-combat skill system

The smaller things along the way

There are also some smaller pieces that will probably get implemented along the way:

  • the Active Scene window
  • upgrades to the NPC models
  • character profile art
  • custom key bindings
  • maybe even alternate UI themes

Where that leaves the climb

That's the road from here to beta. The foundation is holding, and now we build on it.