MushRog

Roadmap

Six phases, no dates. Each one starts only when the previous one has shown what it needed to show. Our own art comes last on purpose: first the whole game working with borrowed sprites, then its look.

Phase 0

Offline combat prototype

done

Find out whether swapping characters to trigger reactions is fun before writing any networking.

  • Pure, deterministic combat simulation with replay
  • Team of 2, swap with cooldowns that do not reset
  • 3 elements, 6 reactions, a boss with its own aura and a window
  • Movement, range, telegraphed attacks, dodge
  • Layered character with visible equipment (LPC sprites, temporary)
  • Recolor by shader
  • Windows, macOS and Android builds
Phase 1

Online vertical slice

done

Four people in the same room with no desync. Then login and a small town.

  • Authoritative server: the sim runs on the server, clients send commands
  • Boss room for up to 4 players
  • Login with email and password, character and team creation
  • Small town with chat and proximity replication
  • 1 mob room, chest keys, personal loot
  • Load test: 100 bots in town over the network
Phase 2

All systems, with temporary art

done

Build the whole game before the final art. Everything working, nothing pretty yet.

  • 5 starting classes: Warrior, Archer, Mage, Acolyte, Rogue
  • Job tree: 5 first jobs and 10 second jobs, skills from level 1 to 10
  • 7 elements and the 11 reactions in the design
  • First dungeon: 5 rooms with obstacles, mini-boss, boss and chest
  • More dungeons: Frozen Cave and Howling Grove, each with its own elemental theme
  • Four weekly legends for 2 to 4 players and the Wednesday and Sunday Raid
  • Levels only from XP tomes, attribute points, ascension gates up to 500
  • Per-piece equipment visible on the character, rarities, affixes, starter kit per class
  • Blacksmith: upgrade +0 to +15 with risk, Protection Stone, glow at +10
  • Farm: teleport from town, map with garden, orchard, livestock, lake and woods
  • Personal gathering with respawn; farm animals (egg, milk, honey) and wild animals to hunt, with drops
  • Reusable cook NPC per town, recipes in data files
  • 5 dishes and 5 drinks with 30-minute bonuses (1 dish and 1 drink at a time)
  • Region structure: each town with its own farm and dungeons (for now, only the Vale)
  • Trade, storage, market
  • Cosmetics-only Esporário, with a pity counter and no 50/50
  • Six banners: character, armor, weapons, wings, mounts and familiars, each with its own counter
  • Guilds, guild storage and guild chat
  • Mobile version with touch controls
Phase 3

Ready for the beta

done

Everything an outside test needs that does not depend on art: a live server, coming back after a drop, moderation, data to balance with.

  • Test server on the internet, deployed with one command
  • Room networking 17 to 27 times lighter
  • Reconnection: if you drop, you have 60 seconds to come back to the same team
  • Moderation: chat filter, reports, mute and ban, GM commands
  • Closed beta invites and an outdated-version notice
  • Anonymous telemetry to measure retention, reactions and key economy
  • Pre-formed groups and matchmaking by level range
  • Weekly dungeon modifiers
  • Translation: Portuguese and English (Russian and Chinese will come as new columns)
Phase 4

Interface and first session

done

Someone who has never played gets in, understands, and finds everything on their own screen, on PC and phone.

  • One panel at a time; Esc and the Android back button close it instead of disconnecting
  • New title screen and a "Your duo" wizard instead of four creation screens
  • Bottom bar with Sheet, Skills, Bag, Map, Agenda, Guild, Chat and Menu
  • Character panels (attributes, equipment, job) and Skills with a configurable bar
  • Bag with tabs for items, equipment, chests and food
  • Searchable manual and short tips in the first session, no forced tutorial
  • Town map, weekly agenda, swap teams without leaving the game, options and credits
  • Buttons and text sized for fingers, sharp screen on phones and an optional joystick
  • Stay logged in on the device, export your data and delete your account from the game
Phase 5

Own art and closed beta

in progress

The artist joins, the borrowed sprites go, and real people test.

  • Base bodies, piece-by-piece equipment, bosses and town in our own art
  • Replace all of LPC with the final art (the code is already ready)
  • Balance reactions and economy with players
  • Closed beta

The full design document has more detail and changes often. This is the summary.