Roadmap

What I’m working toward.

Seven development tracks, a clear next milestone and an honest view of the work ahead. These are priorities, not release dates.

In progress

Working on now

  • Repair the collision traps, visible wall holes and control failures recorded in my latest playtest.
  • Establish a modern material standard, then retexture the whole current San d’Oria and Ronfaure map while preserving its familiar layout and style.
  • Continue combat, menu, animation, audio and weather repairs with packaged checks and hands-on retests.
Validation ahead

Up next

  • Play through entry, travel, combat rewards and save/reload as one session.
  • Check the new creatures’ terrain contact, combat animation and material response.
  • Bring prepared areas into gameplay with safe arrival, population and travel, then package-test them.
  • Complete visible weather and shelter behavior alongside the integrated climate simulation.
Planned

Further ahead

  • Expand NPC services, shops, quests, missions and the starting job kits.
  • Build the player-hosted private co-op prototype for 2–4 invited testers; it is not available yet.
  • Improve water, foliage, lighting and seasonal scenery while preserving FFXI’s atmosphere.
  • Pursue an open-source release after a working product and a review of what can be shared.
How to read this roadmap

Implemented foundations and passing automated checks are distinct from hands-on acceptance. Maps, characters and systems move forward only after their own checks. No completion percentage or release date is implied.

The development pipeline

Progress by track

San d’Oria & Ronfaure

In progress

Where it stands

My playtest found collision traps, wall openings, stretched surfaces and shadow artifacts. The latest isolated gate sample has worn paving, corrected cliff projection and repaired overlapping masonry. Five cooked route checks pass. This sample is separate from the ordinary regional map; the complete San d’Oria and West Ronfaure rebuild remains in progress.

Next meaningful step

Retest the repairs by hand, resolve shadow and foliage artifacts, then integrate tested geometry and materials into the current regional map. Continue through all of San d’Oria and West Ronfaure while preserving recognizable layout, worn materials and safe traversal.

Additional maps & regional content

Imported layouts

Where it stands

Ten standalone source layouts are present, with La Theine, Ghelsba, Valkurm and Konschtat among the recent additions. Jugner and Batallia are prepared for import.

Next meaningful step

Qualify arrival, collision, population, connections and packaged use. Source markers do not represent live NPCs or encounters.

Accounts, saves & character entry

Implemented foundation

Where it stands

Local entry, saving and reopening have passed packaged scenarios. The retail-style title and dedicated character-selection flow are integrated.

Next meaningful step

Finish character creation and test a full saved session. Appearance choices are stored, but not every race or size is visually admitted. Public account services remain unavailable.

Monsters & encounters

Roster + library

Where it stands

The live roster uses 16 retail models for 19 monster definitions. The separate library has 112 imports: 108 textured skeletal bodies and four incomplete particle scaffolds.

Next meaningful step

Resolve effects, scale, lighting response, combat animations and ground contact before admitting more encounters. Library imports are not automatically present in gameplay.

Combat, jobs & progression

In progress

Where it stands

Cast-motion packaging and lifecycle fixes, selected Warrior rules, spell formulas, Fast Cast, Bard songs and four instruments are integrated. Bounded magic and persistence scenarios pass.

Next meaningful step

Finish more starting-job abilities and traits, then playtest the complete combat, loot, experience and save loop. Party-wide behavior and complete job coverage remain open.

Retail UI, chat & controls

Retail presentation pass

Where it stands

Retail fonts, saved log settings, status help, interface scaling, text wrapping, title buttons and the character-name list are present.

Next meaningful step

Finish character creation, HUD details and the services behind remaining menus. Validate the full keyboard and controller flow during play.

Characters & animations

Qualification

Where it stands

Appearance resolution and face/size persistence are integrated. Equipment and natural movement preparation spans eight race variants; the admitted live presentation remains Elvaan male.

Next meaningful step

Qualify each additional body, equipment set, action transition and size in the game. Prepared assets and comparison boards do not establish playable-race acceptance.

Atmosphere, weather and water

Better grass, trees, rock, town materials and water are part of the visual direction. Regional climate and weather-driven gameplay are integrated. Visible clouds, fog, rain and snow are a separate development pass; moving daylight, seasonal scenery and finished shelter behavior are not yet qualified. The current gallery does not demonstrate completed weather systems. Each upgrade should preserve recognizable places, silhouettes and the atmosphere of FFXI.

Private co-op comes after a dependable foundation

The first invited-tester target is 2–4 people, with one player hosting. Multiplayer session flow, synchronized gameplay, recovery and a dependable client need validation before invitations. There is no public download or testing signup yet.

Read my open-source plans →