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Landmark feature blueprint, updated 08/27

NadiaNadia Member UncommonPosts: 11,798

September timeline given for Phase 1

other future Phases were not given a timeline

https://forums.station.sony.com/landmark/index.php?threads/the-new-improved-blueprint-updated-8-27-14.34413/

The Road Toward Open Beta (Phase 1 - September)

We have introduced amazing new systems into the game and given you a veritable cornucopia of ways to push your claims and creativity in original directions.

So while you're busy with that, we're going to fix things.

  • We're going to fix bugs. A LOT of bugs. As we've created all these new systems, lots of little errors and unfinished edges have accumulated. We're going to nail a lot of that stuff down this month.
  • We're putting a huge focus on optimizations this month. Framerate and memory concerns need to die. Our plan is to make big progress on this in the next weeks.
  • We're going to focus on these combat and platforming elements we just added to make them more intuitive, more fun, and to incorporate your feedback. We also have more to do to flesh out our original designs, so more stuff is coming on that front also (including customizable rule sets so you can make your own PvP rules).
  • Prop destruction is coming. (We've needed it for a while, but the need is more obvious now that we have PvP battles destroying voxels and leaving props behind)
  • The Upkeep system is going to get overhauled to realize our original design. The system you've been dealing with was a quick fix to get things running back in Alpha and needs to be revised. It will be aggressive toward new folks, but greatly relaxed after your claim has existed for a while.
  • We're adding ways to search for claim tags while you're in the map view. (More awareness of your surroundings. Great for exploration and socialization.)
  • Gallery improvements to let you find PvP and platforming buildouts more easily.
  • We're researching ways for you folks to be able to create props. This *will* happen. We're just working on ways to be really clever about it so it's more fun for you folks. More on this soon.
  • =================

    The Road Toward Open Beta Phase 2

    Now that we've "tended to our knitting" and stabilized the systems we just added after SOE Live, we move on again to expanding the game and adding new systems.

    • PvE combat (monsters!) : Pathing systems for monsters allow monsters to start roaming the world.
    • Combat : New abilities, the keyword system, death penalties and graveyards.
    • Air as a material for building.
    • Templates and shapes as loot drops.
    • Items for flying on claims.
    • "Publishing" your claims so people can see higher resolution versions of your claim at distance. (Beautification of the world!)
    • A world view for your map (so you can see all islands at once).
    • VoiP integration (finally)
    • Merchants! (Finally! An economy!)
    • 3D character previews while shopping in marketplace (ability to "try on" items before buying)
    • Cool new roaming vector improvements from Voxel Farm.
    =================

    The Road Toward Open Beta Phase 3

    • More PvP game types.
    • Modal UI for building tools (as shown at SOE Live)
    • Macroverse view on map (showing all worlds)
    • SOEmote integration
    • 4K Monitor support
    • Caves 2.0 (they go all the way to the core and we start adding cool content down there)
    • Mini-map
    • Ley lines system
    • Achievements! (Oh how we want these in the game right now...but this is when they'll happen.)
    • More interactivity (inroads to our full "interaction system" where you can link objects with behaviors)
    =================

    The Road Toward Open Beta Phase 4

    • Complete the "Crafting 2.0" pass with Salvaging, Upgrading changes, and Expendable Pools.
    • UI Reskin (more genre-agnostic...less like the EQN look that we'll be reserving for that game instead).
    • Large humans!
    • Better character creation (and ways to edit your characters)
    • Lakes & Rivers
    • Localization
    And more, of course. That's just the list for now. This is far enough in the future that Phase 3 & 4 will likely get lots of edits and task shuffles before we get to them.
 

Comments

  • NadiaNadia Member UncommonPosts: 11,798

    from same link

    features accomplished in the last few months

     

    ALL OF THESE ELEMENTS ARE NOW COMPLETED

    Week of June 25 (DONE!)

    • Roaming Vectors: What does this do? It lets the tools act with more precision. Line edges are cleaner, shaped blocks are extremely sharp (and also work at the 1-voxel size, letting you create all sorts of shapes with them!) and more. (Delivered June 26th)
    • Smooth-scaling voxel brush sizes: You are no longer constrained to specific voxel brush sizes. Starting at one-voxel size, you can now smoothly scale way up and down again by using the mouse wheel. (Delivered June 26th)
    • Props and Materials : We had a collection of sci-fi props available in the pipeline, so we polished them up and offer them to you now, and we also have a slew of new trapdoors as well. Additionally, there are some new slate-like building materials to use with your Dark Elf workshop efforts!(Delivered June 26th)
    Week of July 2: (DONE!)
    • Demo Mode: You can now see other players use their tools within the game. You can see their selections, pasteboards, tool rotations, etc. This lets people demonstrate to each other really easily and also allows easier cooperative building and discussion. This is an opt out program, meaning that if you don’t want other people to see what you’re doing, you can choose to turn it off, and if you’re traveling around the world and don’t want to see that activity, you don’t have to do so. But it’s cool. Leave it on. :)" translate="" />
    • Negative Pasting: You can take any template you've made or anything you've copied and stamp it into other voxels as air. This allows you to create negative impressions of just about anything. Useful!
    • Tweak mode persistence: When you paste something in Tweak mode, you will *stay* in Tweak mode with the option to move the pasteboard without alteration. This makes it much easier to change the angle on something, paste it, move it a bit, and then paste it again.
    • MyStore: Item names, descriptions, etc. can now be edited! The item will need to go through approvals again, but no additional listing fee is required.
    Week of Aug 6:
    • Guilds. Finally! At last! Rejoice! This is just the beginning structures for guilds. There will be many more guild-oriented features further into the future. This starting place lets you organize into social groups, create officers, etc.
    • Glass as a material : You can now paint a voxel with "glass" as a material, thus making those voxels translucent. Unlike with water, glass will collide with players and projectiles.
    • You can now take multiple screenshots of your claim so that other players can see multiple views of it in the Gallery.
    • New props (including directional spotlights!)
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