On the Development page, the stated goals for the current release are:
“Better town maps involving workshops/markets/shops based on world gen economic activities”
But to the town maps were added the Undercity (sewers, catacombs, dungeons).
To the Undercity were added night creatures (werewolves, vampires, mummies, necromancers, etc.)
To the mummies were added pyramids with traps, and curses.
The curses developed into an entire pseudo-magic “interaction” system.
Interactions prompted a material breath rewrite.
To the necromancers were added the ability to take an apprentice (including a PC), and book writing.
To the vampires were added the ability to assume an identity (and be in disguise), as well as kidnapping, lying, and other wrinkles to the fortress-mode justice system.
(For a fuller list, check out
this page)
Well, sooner or later, we’ll have the current release (Release 1) and a few bugfixing releases afterwards. Presumably, Toady will then begin on Release 2:
“Villager/farmer schedules/activities”
“Work with 3D mineral veins and mine maps”
Given the past history, it would be surprising if Release 2 didn’t experience feature creep, as well. What features do you expect to arise naturally from the development of the two above goals?
This isn’t a “what I wish it would include,” but a “given that Toady’s feature-creep is nearly always related (directly or indirectly) to the original features he planned, what features would be reasonable to expect if Toady indulges in feature-creep again?”
I’ll start:
* Schedules could quickly lead to the personality rewrite (now scheduled for Release 8 )
* Activities could lead to basic adventure mode skills of growing crops and raising livestock
* Schedules and activities, with people coming and going from their houses, could lead to implementation of “valuables and mansions,” with associated available wealth for PC burglars, and associated developments of the justice system
* 3D mineral veins and mine maps might lead to the various hauling improvements, workshop material use, and further development of traps (in conjunction with the adventure-mode traps from Release 1)
* hopefully, vein auto-mining will develop from this as well.
Other guesses?
Ragnar