Roadmap: Difference between revisions

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==Roadmap==
==Roadmap==
The previous roadmap of the projects we were working on was as followed below.
[[File:Combined_Roadmap.png|center|932px]]
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].
At the start of 2015, the first beta of the vectormap was launched. It is accessable through at [https://beta.tygron.com/ beta.tygron.com].


We will delay the official launch of the vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.
We will officialy launch the new vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.


Below the roadmap for 2015 is presented. Please note that it is subject to change!
Below the roadmap for 2015 is presented. Please note that it is subject to change!

Revision as of 19:47, 20 January 2015

The R&D department of Tygron develops new technology for the Tygron Engine. The long term planning which shows the introduction of new features and versions is called the Roadmap. Currently we are working on following long term projects, next to minor updates, bug fixes etc.

VectorMap

The 3D representation of constructions and the environment will be made more realistical and reckognizable using VectorMap Technology. This representation will replace the old grid based map.

Minor Updates

For a list of all (minor) updates check:

Roadmap

At the start of 2015, the first beta of the vectormap was launched. It is accessable through at beta.tygron.com.

We will officialy launch the new vectormap to April 1st, 2015. This official launch will include a heightmap, spatial indicators and a larger world coverage for automatic city generation.

Below the roadmap for 2015 is presented. Please note that it is subject to change!

File:RD Roadmap 2015.png

What to expect

April 2015:

  • Heightmap. To make our generated 3D worlds more in touch with reality, we need to include a heightmap. We are designing it to allow both a detailed heightmap as a lower detailed surrounding heightmap;
  • Spatial Indicators. We want our users to be able to create indicators that are spatially dependend. Properties of constructions can have an effect on surroundings, and the combined effect can be measured spatially. The way the spread works should be customizable and new construction properties can be defined. The effects can also be visualized by an overlay.
  • Improved world coverage. For the first version, only the Netherlands were covered for vector style City Map generation. We will further extend this for the rest of the world, starting with a simple version, due to limitations and variations on available GIS data.
  • 2,5 by 2,5 km, see City Map size.

July 2015:

  • Improved editor interface; A large improvement over the old Tygron Game Editor. It will receive a new look and feel, improved usability and will be conform with the new JAVA FX format. Primary goal is to make it more user friendly!
  • Improved user management. We will improve and expand the set of management actions applicable on Tygron user groups, individual users and projects.

October 2015:

  • Upload your own visual 3D models; We often receive request for uploading self made 3D models. We will therefore first create a simple version of a model importer for the Tygron Engine. This first version will support a limited amount of model formats, which will be specified at a later stage;
  • 5 x 5 km maps extreme edition. This means that 5 x 5 km maps will only work on powerful computers acknowledged by Tygron. For more information on city map sizes, see also City Map size.

Januari 2015:

  • Improved ESRI User Integration. ESRI users can have private domains within Arcgis, and we would like to integrate our domains with theirs.
  • Video Uploading. Users should be able to upload their own videos, which they can show during the game as an introduction, provide background stories and to improve immersion into the game.