development road map

To stay on the “development track” one must create a “road map”. The mixing of track and road analogy probably sounds weird, but it really makes sense when you think about it. Many developers don’t like to share their road map with their followers and rather keep their development a secret, but I don’t really have anything to hide so I will share it here for two reasons. One: because I really do need to see it for my self and this is a good permanent place for me to find it later; and two, so you too can know exactly where we are, and how close we are to upcoming major goals, etc.

In my development world, version numbers are sort of like “percentage completed”, so a version of 1.0.0 is really 100% complete. It makes sense for me to look at it that way (other developers have their own versioning philosophy). You’ll see in the road map below that we are really quite close to the end of the development phase (alpha), and almost into beta (general testing).

However, we will also have a round of special testing, called “tech testing”, which is between alpha and beta, where I will have steam experts pick the sim apart. When the experts are happy, then we’re off to general beta testing!

Also I linked the version number to its corresponding previews, just for time capsule sake.

So, here it is… enjoy!

Disneyland Railroad Simulator Development Road Map

  • 1.0.0: release!
  • 1.0.RC1: release candidate… may be more than one
  • 0.9.9: finish the manual, finish all beta bug fixes, optimize for performance
  • 0.9.5: second round of beta, finish all peripheral operating features (main menu, loading menu, setup.exe, website)
  • 0.9.0: finish the DL layouts, first round of general beta testing and builds
  • 0.8.5: tech testing for industry experts/consultants
  • 0.8.0: lots of improvements/optimization of sim codes, effects, and general stability of features <— you are here!!
  • 0.7.7: lots of secondary physics and functions (lubrication and the effect of its temperatures, cylinder lubrication wash out, etc), upgraded Tenkoku Sky module to 1.0.8, running board options, improved sounds, etc.
  • 0.7.0: added camera post effects (color grading, motion blur… all optional)
  • 0.6.0: finish EP Ripley and the cab interior
  • 0.5.0: engine and cab now in 3d!
  • 0.4.0: working hydrostatic lubricator, fire randomness, other compressor effects, exhausts, etc. The engine really takes shape here!
  • 0.3.0: added air compressor
  • 0.2.0: boiler stuff, water level, etc.
  • 0.1.0: proof of concept/mock up (in 2d)

7 thoughts on “development road map”

    1. We’re getting close to going into tech testing. I might make another video then.

      Is there anything you specifically want to see?

  1. Pulling up to the water tower and filling with water would be cool. So would any night time view. But I’d be happy with almost anything.

    1. That’s funny… I just posted the picture of number 1 at the water tower a few weeks ago on Burnsland. Maybe you’ve seen it? http://burnsland.com/disneyrailroads/viewtopic.php?p=71246#p71246

      Night time in the sim is really pretty. The boiler gauge and its brass trim glows from the lamp. The fire flickers softly on the cab floor. The headlamp softly illuminates the tracks ahead that extends into the dark night. In fact, my favorite time is just post sunset, between the day and night time!

      The problem is… I’m not sure how to show it! I’m afraid that the pictures and video would just look dark for most of the frames, and the atmosphere would get lost. But I’ve thought about it.

      Anyway, I’ll see what I can do for the next update!

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