devel_roadmap - dragonsoulz/godot GitHub Wiki
Godot Roadmap
These are just tentative to have a rough idea of the development plan. Ideas and helping set better priorities are always welcome.
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.
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) (~December 2014)
- Lightmapping
- 2D Deforms and Skeletons
- More Shaders (Lighting)
- Navmesh support
- Focus on Stability and Usability
- Complete Documentation (how much? time should tell)
- First stable, versioned release.
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 (~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 (July 2015)
- OpenGL ES 3.0 backend
- SSAO, LPV, and more modern visual effects. Let's put Unreal 4 and Cryengine to shame
- Better Networking Support.
- Improved Navmesh Support (Crowds)
- Make Audio System Graph-Based
Future
- Add optional typing to GDScript
- Ideas?