The Road Toward Open Beta (October - December 2014)
As usual, we are VERY LIKELY to shuffle this order around as things progress. Also, there is a major new "Linking and Triggering" (L&T) system that will be introduced in various phases throughout this schedule. We just haven't figured out all the scheduling details for it yet. (L&T is the interaction system that lets you create behaviors for props/objects.)
Week of Oct 15:
Key-binding polish : Many control options aren't included in key binding yet. This should fix that.
Prop destruction : The last piece of "be able to destroy anything at any time". (Might be week of Oct 29 instead.)
Free storage on template type : Free storage for templates accepted into Player Studio as well as competition winners.
Week of Oct 29:
Notification system : Many events happen during combat. This system is designed to ensure you notice those things without them being too intrusive.
Modal building tools : As you use the various tools, modal interfaces are created to show you all power shortcuts, as well as allowing you to interact directly.
Player created waypoints : Players can create waypoints and share them with their group.
Graveyards : Places you can resurrect at after dying.
Keywords : This system lets players understand the basic powers of an item and make logical assumptions about how it might work when mixed with other keywords.
Week of Nov 12:
Achievements : At last! We need these so badly. The new-user experience, long-term goals, and events are all tied into the Achievements system and once it works, we can finally make Landmark *feel* like a game.
Non-unique Player Names : You want to be Bob, and so does your friend. Now you can. But you'll use an account identifier as an extension to your name. For example, if your account identifier is TrueName, I would invite you to be a friend as Bob.TrueName.
Vivox (VoiP) : We have a very hands-busy game. VoiP will make communication a lot easier.
Refining : This allows mass production of many ingots, boards, etc., while you are away from the crafting table. It also enables future features.
Exceptional Items (Salvaging, plus a whole slew of new weapons, armors and accessories)
New tool tips : The current ones need work. This is also in preparation for Item Compare, below.
Collectible templates : Similar in nature to the way the Collections pane works right now for resources, there will be "collectible" pages for many types of items. This works hand-in-hand with Achievements.
Week of Nov 26:
Leylines : Faster travel shortcuts across the surface of the world, and when Caves comes out (below), also below ground.
Item compare : There needs to be an easy way to compare items between what's in your inventory and what you have currently equipped.
NPC pathing : Pathing has been in the works for many months. It finally is ready now.
Slaug and Chomper : Our first two world monsters.
Week of Dec 10
Caves : All the way down to the core of the world, plus more chamber variety, and eventually, even procedural content!
White Wisp, Abomination, Fiery Fungus
Imbuing : Get an item, put it on the crafting table, and massage its characteristics around by Imbuing the item with different abilities.
Health/Energy progression : Ways for you to increase your health/energy maximums through in-game effort.