Welcome to the Game Creator roadmap. We hope to keep this page up to date with the latest news about the development direction of our product.
Each year is divided into 3 quarters. Each quarter is a milestone and has a collection of states. In each state we include epics/tasks that must be done.
Past quarters have no states.
Current quarter tasks can be Active or Delayed.
Future quarters have no states
At the end of each quarter we'll include a small postmortem where we'll share insights of what went right and what went wrong during the development cycle. This will be very useful for both us and you.
Game Creator is a community driven product. Our primary goal is to provide you with stable and reliable releases. As such, any indications of target release dates and features listed are subject to change.
Join our Discord server and let's discuss the development of Game Creator!
2021 - Milestones
Q2
Game Creator 2.0 - public pre-alpha release
Q1
Stability improvements on all modules
2020 - Milestones
Q3
Traversal module
Q2
Traversal module
Q1
Melee module
Traversal module
2019 - Milestones
Q3
Shooter module
Melee module
Q2
Postmortem
Shooter module
What went right
Found a way to procedurally create aiming animations which look realistic and allow users to create almost any kind of weapon from a single pose
What went wrong
The Shooter module took way too long to complete. I was on holiday for 20 days, so there was a time frame I couldn't get to work on it, but still, the pre-production phase took quite a bit
Q1
Postmortem
Behavior module
Update Quickstart tutorials
Shooter module
Melee module
What went right
The Behavior module went much better than expected
The Behavior module was done within the time frame
What went wrong
Unrealistic number of modules were set for the first quarter
Some Game Creator updates could have been handled better
2018 - Milestones
Q1
Postmortem
Game Creator - New Variable System
Game Creator - Module Manager 2.0
Dialogue module
Game Creator Store 2.0
Quest module
What went right
We managed to complete the Dialogue system without critical issues
The new Module Manager and the dependency system
Use Firebase as our backend
The Module Manager automatic build/deploy.
Splitting Game Creator into data-logic components
What went wrong
Too much time spent in re-coding existing things (Module Manager, Variables, ...)
Releases weren't properly tested and we shipped way too much patch releases
Low release of video tutorials
Still no alpha release channel
Q2
Postmortem
Active
Quest module
Shooter module
Stats/Attributes module
Game Creator - Enhance Save/Load system
Game Creator - Gestures with Avatar Masks
Game Creator - Limb IK targets
What went right
Deploying the Quests modules before releasing to the Asset Store
Enhancing the Save/Load system to almost automatically save play-throughs
Many brainstorm sessions to architect the Stats module
What went wrong
Vacations split the development of the Stats module
Game Creator update took too much time, though brought many new features
The Stats module wasn't 100% architected when the development started
Q3
Postmortem
Stats module
Game Creator Hub
Shooter module
Integration with Cinemachine
Integration with Bolt
Integration with Playmaker
What went right
Completed Game Creator Hub with admin dashboard
Improved Game Creator stability a lot
Kept documentation up to date
Stats module design and examples work great
What went wrong
Poor communication with Beta phase ending
Marketing is still a thing that needs to be worked out
Did not hit integration modules deadline
2017 - Milestones
2017
Postmortem
Game Creator - Release
Game Creator Store 1.0
Game Creator Homepage
Inventory module
Dialogue module
What went right
Releasing Game Creator within the expected deadline.
Effectively communicate what Game Creator is.
Releasing the Inventory module within the expected deadline.
Using GitLab CI/CD to automatically deploy new Store modules.
Using Jekyll as the bare bone structure for our website.
Using short video tutorials.
What went wrong
Actions & Conditions architecture. Using Scriptable Objects and attaching them to the scene asset resulted in too many edge cases when creating prefabs or duplicating.
The Module Manager 1.0 static architecture
The Variable system was too constrained and did only accept primitive types.
We couldn't release the Dialogue module within the expected deadline.