Updated devel_roadmap (markdown)

reduz 2014-11-22 09:45:35 -08:00
parent 9e4e077820
commit a0fa2bd86b

@ -7,7 +7,7 @@ These are just tentative to have a rough idea of the development plan. Ideas and
**Update (September 2014)** Feature set was met for 1.0, currently focusing on stabilizing (fixing issues and pulls), and filling missing docs for a tentative end of the month release.
### Godot 1.0 (stable) (~September 2014)
### Godot 1.0 (stable) (~December 2014)
* Lightmapping
* 2D Deforms and Skeletons
@ -16,23 +16,24 @@ These are just tentative to have a rough idea of the development plan. Ideas and
* Focus on Stability and Usability
* Complete Documentation (how much? time should tell)
* First stable, versioned release.
* Easier deployer for iOS and NaCL
**Update (September 2014)** The goal with 1.0 is to have a version ready for initial promotion, stable release will likely attract more users, so it might be wise to wait a bit with new features and focus on more stabilization.
### Godot 1.1 (~December-2014)
### Godot 1.1 (~March-2015)
* Live Scene Editing
* More Shaders (2D & Post Processing)
* Visual Shader Editor
* Support for Terrain
* Support for texture splatting & decals
* Reflections (using reflection probes)
* Rework UI (make panels little more customizable)
* Ragdoll Wizard/Helper (can be done manually now but it's a lot of work)
* OpenGEX or FBX Import (ASSIMP? or blender did it..)
* Easier deployer for iOS and NaCL
* Windows Universal Binary support (API should exist now?)
### Godot 1.2 (2015)
### Godot 1.2 (July 2015)
* OpenGL ES 3.0 backend
* SSAO, LPV, and more modern visual effects. Let's put Unreal 4 and Cryengine to shame