Roadmap

Roadmap

A rough guide to what’s done and what’s next. Order may change, and dates are deliberately left out. Click a section to expand it.

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Foundation (4 items complete)
  • Unity 6 project with Photon Fusion multiplayer (server-authoritative, client-side prediction)
  • Play-mode iteration without domain reloads
  • In-game debug console and developer tools (animation debugger, pose preview, weapon browser)
  • Original game data tables (weapons, projectiles, players, armor) converted into editable definitions
Lithtech to Unity (16 out of 25 complete)

The converter that turns the original game’s files into Unity assets.

  • Sounds (WAV) imported for Unity
  • Textures (DTX) converted to PNG, with default materials
  • Sprites (SPR) read, to help match textures to models
  • Models (ABC)
    • Meshes, one per piece per level of detail
    • Skeletons
    • Bone animation (position and rotation)
    • Morph (vertex) animation as blend shapes
    • Humanoid avatars for biped skeletons
    • One prefab per model, with its textures from the world data
  • Worlds (DAT)
    • World geometry as a mesh and prefab
    • Models placed with the right position, rotation and scale
    • Lights
    • Sounds that fade with distance
    • World objects
  • Transparency fixes
  • Sprites as real Unity objects that cycle through their frames
  • Skybox generation (currently pre-converted textures)
  • Faster re-runs for models and worlds (only audio, textures and materials skip work today)
  • Better grouping of world geometry and world objects
  • Scripts on objects to keep their original world properties
  • Sound looping from the original data (everything loops for now)
  • Nice to have: gibs
  • Nice to have: better mesh merging, including morph animation data
Characters (6 items complete)
  • All six classes playable with their original models: Archer, Druid, Heretic, Paladin, Sorceress, Warrior
  • Good King and Evil King models imported
  • Upscaled character textures
  • Character selection (in game and from the menu), with spectating until you pick
  • Hitboxes per body part
  • Pain and death voices per character
Movement (13 out of 18 complete)
  • Walking, running, crouching and jumping
  • Movement matched to the original
    • Movement speed
    • Jumping/falling speed
    • Jumping behavior (including stepping up onto ledges)
    • Proper jump/crouch hitbox sizing
    • Fall damage
    • Slopes: walkable, too steep and sliding
  • Climbing volumes (ladders)
  • Swimming volumes (about 90% done)
    • Swimming on the surface and underwater, with animations
    • Jumping in and out, sinking, and treading water with your head above the surface
    • Splash and underwater sounds
    • Holding your breath, and drowning
    • Walking along the edge of water (movement and sounds)
    • Tune the sinking speed
    • Movement tweaks when jumping out of water
    • Air meter on the HUD and proper drowning damage numbers
Camera and views (4 items complete)
  • First and third person, switchable on the fly
  • The original’s field of view, with a Field of View option
  • Smooth crouch camera
  • Aim and fire from the true eye position in first person
Animations (5 out of 8 complete)

Done for now: jumping, running, walking, idle, weapons (attack, reload), looking, climbing, falling.

  • Original animations converted onto modern humanoid rigs
  • Weapon stances per weapon type, upper body blended over movement
  • First-person weapon models with their own idle, fidget, attack and reload animations
  • Deaths, including crouch deaths (one at random when killed while crouched)
  • Swimming animations
  • Winces (hit reactions), likely a different one per body part hit
  • Taunts (needs a taunt key)
  • Remove the death-animation test keys
Weapons (15 out of 30 complete)
  • Four-slot loadout: Advanced, Basic, Melee, Utility
  • All 43 weapons in, with timings and damage from the original data
  • Primary attacks done for every weapon:
    • Melee: Dagger, Knife, Scimitar, Spear, Hammer, Hand Axe, Long Sword, Berserker Axe, Earthquake Hammer
    • Bows: Bow, Bow of Carnage, Death Blossom Bow, Eye Bow
    • Crossbows: Crossbow, Gatling Crossbow, Ice Blast Crossbow, Tracking Crossbow
    • Staves: Staff of Sparking, Spider Staff, Fire Ring Staff, Dragon Staff
    • Rods: Claw Rod, Charge Rod, Flare Rod, Rod of Souls
    • Wands: Wand, Lightning Wand, Sunray Wand, Wand of Force
    • Thrown: Throwing Axe, Throwing Knife, Gravity Axe, Secret Weapon, grenades
    • Scrolls: Haste, Jump, Feather Fall, Invisible, Teleport, Lava Protection, Wizard’s Eye
  • Projectile behaviours: flying, instant-hit beams, flamethrower, zoom, bounce, splash damage, knockback, grenades that settle and wait
  • Impact effects and surface-matched blast marks
  • Weapon sounds and icons from the original data
  • Ammo with automatic, timed reloads
  • Proper projectiles for secondary attacks
    • Death Blossom Bow
    • Eye Bow
    • Gatling Crossbow
    • Ice Blast Crossbow
    • Tracking Crossbow
    • Charge Rod
    • Flare Rod
    • Rod of Souls
    • Wand
    • Gravity Axe
    • Secret Weapon
    • Fire Ring Staff
    • Staff of Sparking
    • Scrolls
Armor (1 out of 3 complete)
  • Armor data in (types and body locations)
  • Buy menu and skin change
  • Track armor value as damage reduction
Menus and UI (7 items complete)
  • Original main menu art
  • Gallery of every character, monster, weapon and prop
  • Options: video, sound and controls
  • Rebindable keys (primary and alternate per action)
  • Weapon HUD showing your actual key bindings
  • Buy menu for weapon upgrades (number keys, like the original)
  • Loading screen with the original animations
Worlds (7 out of 12 complete)
  • First test map
  • Volumes
    • Water
      • Water surface with waves
      • Textures, transparency and animation
      • Underwater colour and fog
    • Lava
      • Swimmable, with its own surface
      • Fog
      • Damage
  • Skyboxes
  • Set up worlds from map + props, lights, etc.
Gameplay (0 out of 6 complete)
  • Money
    • Tracking money
    • Buying
    • Awards for killing, winning/losing
  • Pickups
  • Rounds, scoring and match flow
Game modes (0 out of 4 complete)
  • Princess
  • Warlord
  • Dragon
  • Sword in Stone
Props (0 out of 5 complete)
  • Chests: interactive open and close
  • Doors: interactive open and close
    • Hinge
    • Rotate
    • Slide
Later (0 out of 2 complete)
  • Closed playtests
  • Public builds