Updated devel_roadmap (markdown)

reduz 2014-07-04 05:20:51 -07:00
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These are just tentative to have a rough idea of the development plan. Ideas and helping set better priorities are always welcome.
### Godot 1.0 (stable) (~June 2014)
**Update (June 2014)** Some changes in the roadmap happened due to mostly our internal development schedule at Okam (features Juan needs to do for our games in course), basically 1.0 will have a few more features taken from 1.1 and will come out a little later.
* No new features (unless small and useful)
### Godot 1.0 (stable) (~July/August 2014)
* Lightmapping
* More Shaders (Lighting & Post Processing)
* 2D Deforms and Skeletons
* Live Scene Editing
* Navmesh support
* Focus on Stability and Usability
* Complete Documentation (how much? time should tell)
* First stable, versioned release.
* Easier deployer for iOS and NaCL
### Godot 1.1 (~August-2014)
### Godot 1.1 (~September-2014)
* Lightmapping
* Reflections (using reflection objects)
* Light Probes
* More Shaders (2D, Lighting, Post-Processing)
* Masks in 2D Engine
* 2D deforms and skeletons
* FBX Import (blender did it..)
* Live scene editing (should be rather easy)
* Navmesh support
* 2D Shaders
* FBX Import (ASSIMP? or blender did it..)
* Windows Universal Binary support (API should exist now?)
### Godot 1.2 (~November 2014)
### Godot 1.2 (~December 2014)
* OpenGL ES 3.0 backend
* SSAO, LPV, and more modern visual effects.
* Windows Universal Binary support (API still does not exist AFAIK)
### Future
* Add optional typing to GDScript
* Make viewports more flexible
* Ideas?