Roadmap
What has already shipped, what is in development, what is pending and what does not exist yet on the platform, without dates.
DescribesPreview release For everyone
On this page
Already shipped#
It used to be on this page and today it is published, in launcher 0.4.0 and editor 0.4.0. The first five rows arrived with version 0.4.0; the next four, with 0.3.0, and the rest, with 0.2.0.
| What | Where it is explained |
|---|---|
| Sprite and texture editor inside the editor | Asset workshop |
| Tile map editor inside the editor | Asset workshop |
| 3D models: built with cubes in the editor or imported, with their animations | Models in the scene and Your first model |
| Your own images on pieces | Models in the scene |
| Recorded audio | Import assets and Models, textures and sounds |
| Blocks mode: programming by snapping pieces together, with the code they write in view | Blocks |
| Open world in the launcher and in the editor: Open Valley comes in the launcher's catalog, and the editor offers it as a kind of game | Open world and Game types |
| The editor's AI layer on macOS too | Assistant |
| Per-user Windows installer for the launcher, with no administrator rights | Download and install |
| The current engine inside the launcher and the editor | Changelog |
| More views: first person, 2D platformer, top-down, isometric and hybrid games | Game types |
| Sprites: the game's own pixel images, for flat characters and objects | Content |
| Tile maps: levels built from a grid instead of piece by piece | Content |
| Local multiplayer: 1 to 4 people on the same computer, with split or shared screen | Playing and Local multiplayer |
| Launcher and editor for macOS, on Apple Silicon and on Intel | Download and install |
| New editor interface, with two modes | Modes |
| An assistant with artificial intelligence models, in the editor packages that ship the AI layer | Assistant |
In development#
Work is under way on these. They are not in launcher 0.4.0 or editor 0.4.0.
| What | What it consists of |
|---|---|
| Online multiplayer | Matches with people on other computers, in rooms. The service that hosts them is not open: the launcher says so on the game card ("Not available yet") and the editor shows the option disabled. |
| Other languages | Transpilers for writing scripts in languages other than TypeScript and JavaScript. |
Pending#
Acknowledged as missing, with nothing you can use yet.
In the editor#
| What is missing | What there is today |
|---|---|
| 2D prefabs | The twenty prefabs are 3D pieces. |
| Teams: spawn points per team and rules for each player, for everyone or for the team | Rules apply to whoever triggers the event. |
| Online publishing | You share the .ggx file. |
| Biome and block editor for the open world | Details shows the table read-only and opens the project folder; you change it in the scene file. |
| A cloud service for the AI | There is no published service. See Assistant. |
| Game screenshots from the editor | Not available. |
| The assistant inside the workshop | The assistant does not draw or build models, and does not receive the list of what is in the workshop. |
| Textures on the blocks of the cube terrain | A block carries flat colors; from a texture it takes its average color. |
| Animated clips in the scene view | The chosen clip shows when you play. |
| Model thumbnails in Place pieces and in Content | An icon. |
| Credits on the game screen | They travel inside the .ggx; the Game card lists them. |
| Converting in the background, and cancelling inside a file | The conversion runs in the editor window and is cancelled between one file and the next. |
| The importer's report in English | It comes out in Spanish. |
| Reading OGG, USD, Draco and KTX2 | They are detected and the importer explains how to convert them. |
| Testing the converters with real exports from other engines | They were tested with files written following their format. |
In Blocks mode#
Blocks mode arrived with 0.3.0. What was left out, in detail, is in Blocks:
| What is missing | What there is today |
|---|---|
| Arbitrary keys and "ask and wait" | The game's buttons: jump, the two actions, click and right click. |
| Contact between two fixed pieces | "touching?" works for the player and the characters. |
| The position of the mouse over the world | The click aims with the crosshair at the center. |
| From the world of cubes: finding a biome, the hardness of blocks, an inventory with amounts, changing the biomes or the seed | Breaking, placing and marking blocks, the hotbar, saving and restoring the world. |
| The assistant on blocks | It is turned off in blocks projects. |
| Converting Rules or code into Blocks | Only the step from Blocks to code exists. |
| An error that happens while playing leading to its block | It shows in the Console with its line. |
| Local multiplayer from the New game dialog | It is turned on afterward, in the Game card. |
| Hybrid games and tile maps | A blocks game uses a single view and is built with pieces; sprites are allowed, with "show the sprite". |
| Texts in two languages | The texts in the blocks go as they are, in a single language. |
In the launcher and distribution#
- Signing the programs. Neither the Windows ones nor the macOS ones carry the signature of a recognized publisher, and the macOS ones are not notarized. That is why the systems warn you when you open them.
- Online catalog and automatic launcher updates. They are prepared and turned off in 0.4.0.
- Testing the editor's Windows installer with the administrator rights prompt. It was run in silent mode and without elevation. The launcher's installer no longer asks for those rights.
- Editor screenshots on macOS. The 0.4.0 walkthroughs passed on macOS, but without screenshots.
- Testing the 0.4.0 assistant with a real model on every system. The 0.4.0 assistant walkthrough was run with a simulated provider.
- Testing on Windows importing into a project without write permission and opening a project with a damaged workshop document. It was tested on Linux.
- Dropping a real folder from the desktop on the editor. It was tested with events created inside the page.
- Testing the adoption of data from earlier versions on more systems. The launcher's was tested on Linux and on Windows; the editor's, with projects from 0.2.0 and from 0.3.0, only on Linux.
- "1 Partidas terminadas". The launcher's history in Spanish does not use the singular with a single match.
- Testing on macOS full screen, a physical gamepad and a computer with an Intel processor.
In local multiplayer#
- Testing it with real people and real gamepads, on a shared screen too.
- A shared screen that pulls the camera back by itself when the players move apart.
- Filler bots with their own script. Today they all follow the main script.
In the open world#
- Online open world.
- Water that flows and block light that lights its neighbors.
- Enemies and wildlife made for the terrain.
In games#
What the API does not yet offer to whoever makes a game:
| What is missing | How it is handled today |
|---|---|
| Tiles that are animated, sloped or picked automatically from their neighbors | Fixed, square tiles. |
| Child pieces that follow another one by themselves | Groups, to move, rotate and hide several pieces together. |
| Particles and trails (smoke, sparks, rain) | Small pieces or floating text. |
| Camera shake | Not available. |
| Custom clips for avatars and actors (waving, attacking, sitting) and objects in hand | A character with a model only uses quieto, caminar, saltar and caer. A piece with a model plays any clip. |
| Physical collision between characters | Players and actors pass through each other; they are detected with events. |
| Actors that jump gaps or use platforms on their own | They walk and go around obstacles; at a gap they stop. |
| Free input: arbitrary keys, the position of the mouse arrow available to the script, typed text | Moving, camera and five action buttons: the three usual ones and the two clicks, which aim through the crosshair at the center. In some views, going to a point with a click on the ground. |
| On-screen indicators with a custom layout, with images or the game's own buttons | The interface elements the API offers. |
| Labels that get hidden by the pieces in front of them | They are always drawn on top. |
| A third-person camera that avoids the walls of a tile map | It avoids pieces, not tiles. |
In the bot and testing#
- The bot finding its way in levels with stacked floors, ceilings and bridges. Today you mark its steps by hand.
- The bot planning jumps between platforms on its own, in the side view too.
- An automatically built script that goes beyond "go to the goal": collect everything with a given tag, avoid the hazards.
In the engine#
- Reducing the weight of the engine that loads with each game.
- Automatic graphics quality going back up when the computer has headroom again.
- Very short gamepad presses when the computer draws slowly.
- Resuming by itself a live match that is cut short by an internal physics failure. Today you have to start it again.
- Measuring performance on more computers, with a graphics card and on phones, in the new views and in split screen too. The existing measurements are in Performance.
Does not exist yet#
| What | What there is instead |
|---|---|
| User accounts | Nothing asks you to sign up. |
| Online matches | Solo, with bots or with several people on the same computer. |
| Online publishing of your games | You share the .ggx file. |
| Global leaderboards, chat and friends | Local tables, ten marks per difficulty. |
| Signed files | The downloads page shows the sha256 of each file so you can check it. |
How you find out#
When something on this page becomes available, it moves to the Changelog and to the page that explains it. If you are missing something that is not here, tell us: FAQ.