Welcome to the Game Creator roadmap. We hope to keep this page up to date with the latest news about the development direction of our product.
Each year is divided into 3 quarters. Each quarter is a milestone and has a collection of states. In each state we include epics/tasks that must be done.
Past quarters have no states.
Current quarter tasks can be Active or Delayed.
Future quarters have no states
At the end of each quarter we'll include a small postmortem where we'll share insights of what went right and what went wrong during the development cycle. This will be very useful for both us and you.
Game Creator - New Variable System
Game Creator - Module Manager 2.0
Game Creator Store 2.0
We managed to complete the Dialogue system without critical issues
The new Module Manager and the dependency system
Use Firebase as our backend
The Module Manager automatic build/deploy.
Splitting Game Creator into data-logic components
Too much time spent in re-coding existing things (Module Manager, Variables, ...)
Releases weren't properly tested and we shipped way too much patch releases
Low release of video tutorials
Still no alpha release channel
Deploying the Quests modules before releasing to the Asset Store
Enhancing the Save/Load system to almost automatically save play-throughs
Many brainstorm sessions to architect the Stats module
Vacations split the development of the Stats module
Game Creator update took too much time, though brought many new features
The Stats module wasn't 100% architected when the development started
Game Creator Hub
Integration with Cinemachine
Integration with Bolt
Integration with Playmaker
Game Creator - Release
Game Creator Store 1.0
Game Creator Homepage
Releasing Game Creator within the expected deadline.
Effectively communicate what Game Creator is.
Releasing the Inventory module within the expected deadline.
Using GitLab CI/CD to automatically deploy new Store modules.
Using Jekyll as the bare bone structure for our website.
Using short video tutorials.
Actions & Conditions architecture. Using Scriptable Objects and attaching them to the scene asset resulted in too many edge cases when creating prefabs or duplicating.
The Module Manager 1.0 static architecture
The Variable system was too constrained and did only accept primitive types.
We couldn't release the Dialogue module within the expected deadline.