Blink Roadmap 2022

IMPORTANT:
This roadmap can be modified at any time. Each element can be moved, removed, or canceled. Each date can be modified as development goes on. With this said, I work hard every single day to stick to it as much as possible and possibly add even more things. Thank you for understanding!

IMPORTANT 2:

Keep in mind that these are the dates on which the new versions will be submitted to the Unity Asset Store, time of approval may vary and is 100% up to the Unity team, but they are usually quick to approve updates.

Q2 2022

RPG Builder 1.2:

  • Improved RPG Builder editor navigation & layout (Completed)
  • Entering any Game Scene with any Character without using the Main Menu (Completed)
  • 30+ Humanoid Animations produced by Blink provided for FREE to all RPG Builder users (Completed)
  • Advanced Ability Tooltips (Completed)
  • AI Optimization (Completed)
  • Gameplay Code Optimization (Completed)
  • Codebase improvements that allow extending RPG Builder without having to modify the core code (Completed)
  • World Persistence (In Progress)
  • New Combat Mechanics & Features (In Progress)
  • Improvement to the built-in character controller (In Progress)
  • NPC Patrol path system (In Progress)
  • Multi-Function NPCs (Quest giver + Dialogue + Merchant etc) (In Progress)
  • Editor Optimization Part 2 (In Progress)
  • Editor Filter System Part 2 (In Progress)
  • Game Modifiers Part 2 (In Progress)
  • Modular weapon slot system (In Progress)
  • Control which body part is hidden for each armor piece individually (In Progress)
  • Fully configurable gameplay text content in the editor directly, for things that are currently hardcoded (Not Started)
  • Game Modes (Permadeath, Wave of enemies, etc) (Not Started)
  • Mount System (Not Started)
  • Bank / Container for player storage (Not Started)
  • Shield / Absorb Effect Type (Not Started)
  • Flat option for all stats that are currently percentage only (Not Started)
  • NPC Spawners overrides (Not Started)
  • Weapon Specific Action Bar (Not Started)
  • Loot tables requirements (Only drop if X Skill is Y level, or if Z Quest is completed, etc) (Not Started)
  • Equippable Bags to increase the maximum amount of inventory slots (Not Started)
  • Multi-Function Interactive Nodes (Not Started)
  • Day / Night Cycle System (Not Started)
  • NPC Spawner rules for specific time of the day for day or night only NPCs (Not Started)
  • Mobile support (Not Started)
  • New Stat Types (Not Started)
  • Support for games with pre-defined playable characters (Not Started)
  • Requirements update allowing for conditional ones (Not Started)
  • Revamp of the Talent Tree UI system, allowing for different layouts and more customization (Not Started)
  • Gender-specific armor visual (Not Started)
  • Pause System, and define when it should be triggered per UI panel or other actions (Not Started)

EXTRA:

  • (Extra) Moved Equipped Items (Armor & Weapons) to CombatEntity allowing NPCs to also have armor and weapon items equipped (Completed)
  • (Extra) Event System. Programmers can now register to 300+ Game Events and execute actions when they trigger (Completed)
  • (Extra) Game Event Classes: CombatEvents, GeneralEvents, WorldEvents, GameEvents, UIEvents (Completed)
  • (Extra) Modified the codebase to heavily use the new Event System (Completed)
  • (Extra) Removed 99% of the Singletons. Allowing to enable/disable or even delete pretty much anything the developer wants and have everything still working perfectly (Completed)
  • (Extra) Performance boost when retrieving data from the Game Database by using Dictionaries (Completed)
  • (Extra) A lot of fields have been made private, as they are no longer needed to be public with the new Event System (Completed)
  • (Extra) Replaced CombatNode with CombatEntity. It allows porting a lot of player-only features and mechanics, to NPCs too. This also allows coders to create their very own Combat Entities that can be used on the player or an NPC, for their own custom behaviors and logic. (Completed)
  • (Extra) New Advanced AI System. Using a fully modular state machine system, allowing coders to create completely custom AI behaviors (In Progress)
  • (Extra) AI Behavior Template: A collection of AI States, that together are defining how the NPC moves and fights. NPCs can have a list of multiple behavior templates, and a chance for each to be picked once the NPC is spawned, adding a lot of diversity within the same NPC type. (Completed)
  • (Extra) AI Phase System: Each phase can have its own model, abilities, effects applied, behavior templates, and conditions to enter another phase (In Progress)
  • (Extra) Improved the RPG Builder editor layout and fixed height/width issues when docked to certain areas of the Unity Editor (Completed)
  • (Extra) Modular Target UI. Allowing you to have as many different stat bars as you want (Completed)
  • (Extra) UI Display Components. Allowing you in a few clicks to display a lot of information in your UI about certain things like the Character Level, Icon, Stat, Name, and so on. Very useful for creating your own UI panels (Completed)
  • (Extra) Modular Target UI. Allowing you to have as many different stat bars as you want (Completed)
  • (Extra) UI Panels are now modular, and no longer required to be active in the scene. They can now freely be disabled or even deleted. Also implemented a new way to globally enable them from anywhere, as well as checking from anywhere if they are currently opened (Completed)
  • (Extra) Moved the Level from Class to Character (Completed)
  • (Extra) All cursor textures can now be set directly from the RPG Builder Editor (Completed)
  • (Extra) Level up prefab effect can now be set directly from the RPG Builder Editor (Completed)
  • (Extra) Moved all settings that were previously set on the manager classes to the RPG Builder editor instead (Completed)
  • (Extra) Re-written the entire Damage & Heal calculation to be more performant and more intuitive (Completed)
  • (Extra) Global Cooldown Duration for NPCs is no longer global, it is per NPC instead (Completed)
  • (Extra) Moved Equipped Items (Armor & Weapons) to CombatEntity allowing NPCs to also have armor and weapon items equipped (Completed)
  • (Extra) Event System. Programmers can now register to 300+ Game Events and execute actions when they trigger (Completed)
  • (Extra) Game Event Classes: CombatEvents, GeneralEvents, WorldEvents, GameEvents, UIEvents (Completed)
  • (Extra) Modified the codebase to heavily use the new Event System (Completed)
  • (Extra) Removed 99% of the Singletons. Allowing to enable/disable or even delete pretty much anything the developer wants and have everything still working perfectly (Completed)
  • (Extra) Performance boost when retrieving data from the Game Database by using Dictionaries (Completed)
  • (Extra) A lot of fields have been made private, as they are no longer needed to be public with the new Event System (Completed)
  • (Extra) Replaced CombatNode with CombatEntity. It allows porting a lot of player-only features and mechanics, to NPCs too. This also allows coders to create their very own Combat Entities that can be used on the player or an NPC, for their own custom behaviors and logic. (Completed)
  • (Extra) New Advanced AI System. Using a fully modular state machine system, allowing coders to create completely custom AI behaviors (In Progress)
  • (Extra) AI Behavior Template: A collection of AI States, that together are defining how the NPC moves and fights. NPCs can have a list of multiple behavior templates, and a chance for each to be picked once the NPC is spawned, adding a lot of diversity within the same NPC type. (Completed)
  • (Extra) AI Phase System: Each phase can have its own model, abilities, effects applied, behavior templates, and conditions to enter another phase (In Progress)
  • (Extra) Improved the RPG Builder editor layout and fixed height/width issues when docked to certain areas of the Unity Editor (Completed)
  • (Extra) Modular Target UI. Allowing you to have as many different stat bars as you want (Completed)
  • (Extra) UI Display Components. Allowing you in a few clicks to display a lot of information in your UI about certain things like the Character Level, Icon, Stat, Name, and so on. Very useful for creating your own UI panels (Completed)
  • (Extra) Modular Target UI. Allowing you to have as many different stat bars as you want (Completed)
  • (Extra) UI Panels are now modular, and no longer required to be active in the scene. They can now freely be disabled or even deleted. Also implemented a new way to globally enable them from anywhere, as well as checking from anywhere if they are currently opened (Completed)
  • (Extra) Moved the Level from Class to Character (Completed)
  • (Extra) All cursor textures can now be set directly from the RPG Builder Editor (Completed)
  • (Extra) Level up prefab effect can now be set directly from the RPG Builder Editor (Completed)
  • (Extra) Moved all settings that were previously set on the manager classes to the RPG Builder editor instead (Completed)
  • (Extra) Re-written the entire Damage & Heal calculation to be more performant and more intuitive (Completed)
  • (Extra) Global Cooldown Duration for NPCs is no longer global, it is per NPC instead (Completed)
  • (Extra) Loot Bag for NPCs is no longer global, it is per NPC instead (Completed)
  • (Extra) Level Up prefab is no longer global, it is per Level Template instead (Completed)
  • (Extra) Layers destroying projectiles are no longer global, they are per Ability instead (Completed)
  • (Extra) Layers stopping a leap are no longer global, they are per Ability instead (Completed)
  • (Extra) RPG Builder Essential Prefab is now in the Editor instead of the MainMenuManager(Completed)
  • (Extra) Loading Screen Manager Prefab is now in the Editor instead of the MainMenuManager(Completed)

RPG Builder Online for Co-Op Games (New Product) (Not Started)

The development of our first RPG Multiplayer framework will begin after the launch of RPG Builder 1.2, using it as a base for the systems and feature list. This first product will be designed for Co-Op games with the goal to support up to 20 players playing together at the same time within the same world.

Main Goals for RPG Builder Online Co-Op:

  • Up 20 Players per instance
  • Same workflow as RPG Builder offline
  • RPG Builder projects can be ported to RPG Builder Online
  • Local host or dedicated servers

A larger-scale multiplayer product will be developed and released in the future, but as it is a much bigger task I don’t want to share any ETA on this one just yet.

RPG Builder Survival (Addon):

  • Action Based Resource Nodes (Not Started)
  • Phase Support for Resource Nodes (Not Started)
  • Toolbar System (Not Started)
  • Weight System (Not Started)
  • Item Durability & Repair (Not Started)
  • Timed Crafting (Not Started)
  • Farming (Not Started)
  • Breeding (Not Started)
  • Taming (Not Started)
  • Fishing (Not Started)

RPG Builder Character Customization (Not Started) :

  • Fully modular and developer defined customization options (Not Started)
  • Configurable color and scale for each customization option (Not Started)
  • Race & Class specific customization options (Not Started)
  • Appearance change during gameplay. Example: Character starts with small wings, as he level up or complete objectives, the wings become bigger, or change color, and so on. All of this decided by you. (Not Started)
  • The goal is to develop it as modular as possible so that it will work with as many character packs as possible out of the box, so anyone can use the characters they want

AI Builder (New Product) (In Progress) :

  • This AI System is already included for FREE in RPG Builder 1.2, this is for non RPG Builder projects.
  • I will export the new advanced AI System from RPG Builder to a standalone tool