Skip to main content

Raven Together Roadmap

I’ve rewritten this in my head a hundred times. Never published it. Always too big. Always too “too much.” But this is an overview of the real thing. A roadmap for Raven Together. The tool, the platform, the human-made movement. This isn’t just what I want to build. This is what I’ve already started, and where I’m determined to go.

Project Status

User Testing and Revenue Acquisition.

Seeking support to pave the launch pad for everything below that I have planned meticulously for years.

  • First run feedback. Without any qa, I am depending on you (no pressure)
  • Animated tilesets and innovative animation flow that the industry has not seen before (from my knowledge)
  • Collaborative Features: These are reliant on sales and demand. If you want collaborative features done right, now's your shot.
  • Objects and integrating scripting capabilities
  • Npc, character, and grid defying objects. Planning to consolidate these into tidy categories and implementation to keep production output high.
  • Port to Vulkan Roll features and feedback into the foundation of the platform: A Custom Rendering Pipeline 🤩🌠✨💫.
  • Agnostic Vulkan render engine to facilitate Game Runtime and Editor Render. (foundation mostly finished)
  • Finalize pixi.js for browser runtime using the above pipeline. (already started)
  • Hot Reloading Remote Changes in game runtime and engine editor.
  • DSL (Domain Specific Language) for shaders. Let's make shaders fun to make.
  • Shader scripting editor: Produce shaders with class and style (pun intended.)
  • Integration of user facing object scripting (code games)
  • Innovative application of scripting (stay tuned ;D) Features novel editors. Lang is static typed, compiled, data driven and remote hot reload capability. Been working on this language for years.
  • DAW in the true chip tune aesthetic/pride. Who said authentic sounding chiptune had to he made so in clunky tools? Net collab here too, you'll see a trend soon
  • First branching of flavors: top down vs side scroll 🥳🥂
  • Integrate a custom physics library, with two unique implementations avoiding common pitfalls (coyote timer, edge detection, parameters for td vs ss) deterministic physics for rb first, particles are OK. non-determined physics will be in voxel engine flavor)
  • Finish first multiplayer game runtime (either flavor, based on demand)
  • Finish the other flavor.
  • Bridge runtimes via platform. Priorities: web access, immediate load times, fast into game low effort. Navigate via web links, qr code, ideally cross platform, immediate load, high performance.
  • Work ops: quests, experience, user profiles with fast access to portfolio and metrics prioritizing meritocracy instead of fake faces. Mediation and fairness are a huge priority.
  • First production release for both top down and platformer pixel art games. Platform owned, no version numbers. I change it from here on, I make it work for everyone (ask me how)
  • Monetization increases slightly, no server sided resources, but faster servers, scaling infrastructure and foundation for the platform.
  • Maintain the engine, possibly hire a few brilliant, very niche brains by now if not found any. Hard to say when this will be, but im guessing based on my output, it funded and not surviving, could be here within a year, don't quote me, but I did a lot more leg work than people know over here.
  • Based on demand: svg/vector engine flavor or isometric/2.5D (architecture planned for it) runtime and editor using frameworks in place
  • Create the other, rolled into implementation-based physics. Editors can reuse a lot already finished here.
  • Traverse into 3d after we made our vulkan engine pur like a kitten and make Voxels go brrrr
  • Voxel Games like minecraft to start first and third person games.
  • Voxel camera-based flavor for simulations, rts, ect.
  • Revamp of the physics engines for network state, data driven and allowing complex voxel physics simulation over the net using a novel approach (nda necessary if you want to talk to me about that).
  • Clean cut 3d editor, an intuitive and productive workflow that's now expected from Raven Together.
  • Extend 3d tooling to mesh and skinned mesh.
  • By now, all base flavor engines will have been made. revenue will no longer be issue, so this is where we scale, platform ops and monetizing the work fulfilled.
  • Move into platform for selling games without a fee and freelance/ethical work in the industry as my gift back to the industry for helping me get here. Monetize on data, server convenience, security and providing working environments where games can thrive by humans and not die by layoff.