Milestone 1 - First Playable
- Open - Releasing source, announcement, on boarding, communication channels
- Being non profit - Registering business, setting up accounts, monthly reports.
- Campaigns - Viewing, joining, adding, editing and removing campaigns
- Dice - Rolling, chat, security, rendering, persistence, etc
- User - Registration, login, authentication, guest users, and profiles.
- Maps - Viewing, adding, editing, deleting and more.
- Smooth interface - User experience process, UI iterations and User interviews
- Basic assets for ootb playability - Maps and characters
- Character - Viewing, adding, editing, deleting, frame, moving persistence and more.
Milestone 2 - Yellow Alert ⚠️
- Technical Debt Payment - Client code restructure, testing, improved guides and conventions. Duplicate image detection.
- Combat - Initiative tracker, Attack Action, Feedback, Character Stats, Targeting, etc
- DM only controls - Better asset management, remove a lot of player-player control, etc
- Ease of play - Usability review
- Amazing UX - Extensive usability iteration. Hotkeys, accessibility, Mobile UI, Touch screen UI, etc
- HPs - On map representation. Flexible data. Expressive UI.
- Action System - Generic Action, history, undo, redo, permissions, pending actions.
- Abilities/Skills - Flexible character implementation, versioning, templating/inheritance.
- Chat and communication - Whispering, Stealth mode, ease of use, feedback, chat paging and more
- Rapid Deployment - Large scale improvements to ease development, tests, pipeline performance and more
- System agnostic usability - Expressive characters, data driven model, powerful, secure and flexible UI.
- Resource Importings - Import from various data sources such as Hero Labs, DND Beyond and Roll20
- Context Menu - Customization, nesting, feedback, timers and countdowns, states and multiple selection
- Fog of War - A first pass at Fog of War
- Composite Maps - Multiple images in a map, layering, scaling and rotation, drawing etc.
- Equipment - Adding, removing, editing inventory. Quantity, weight, icons, images
- Modifier System - Time tracking, Flexible and efficient modifier system, feedback. Action System additions
- D&D - Our first pass at a game system. Advantage/Disadvantage, Proficiency, Weapons, Skills and Spells. Only a small example of each.
- Macros - A powerful language for expressing actions in text
- Monsters - A small monster collection, searching functionality
- Multi-level maps - Moving tokens from one level to another within a map
- Dynamic Lighting - Editing, rendering, vision modes, visibility, Object culling and more.
- Video/Audio - Video and voice chat functionality. Jitsi Meet SDK Integration and Server setup.
- Content Sharing - This system is going to be huge. It will have a huge impact on the rest of the systems.
- World Build Wiki - A hyperlink markdown wiki for world building, note taking and handout. Simple image pasting integration. Powerful preview
- Pathfinder - Our second game system. Classes, archetypes, prestige classes, feats, spells, etc.
- Teleporters - Automatically move players and characters to new parts of the map or other maps.
- Special effects - Dice rolling, fireballs, etc
- Audio/Music - Sound effects, triggers, play lists, audio mixing. Player integration.
How to read this document
This document is the result of a collaborative effort between all Mythic Table Team members. We used a Design Thinking Activity to brainstorm what we need to make a basic Virtual Tabletop and what might set Mythic Table apart. Afterwards we went through a prioritization exercise and this document is the result.
This is a living document. It is meant to represent the current plans of Mythic Table. If we’re to be successful, the plans MUST be flexible. For that reason, our roadmaps can be considered our desired path through the unknown future. Through a future of a changing and exciting landscape. On this way we will find detours and shortcuts. We will meet new people who might know different paths and we might stumble and fall along the way.
For this reason, this Roadmap will be subject to change. These won’t be frequent changes. They might occur every couple of months or as infrequent as a year or so. Where possible we will talk about the nature and reason of these changes so that everyone understands why they have occurred.
This document does not use dates. Instead it will specify sequential milestones. The reason for this is because the speed at which this project can be developed is completely up to you. This is because if we have more support we have more time to put towards the project. Up until this point, we have been working in our spare time while working full time jobs, going to school or raising families. This is not a sustainable way to operate a development team. We need dedicated staff. Many of them. Working full time. Fully committed to the project. To do that we need support from the community.
So, instead of guessing at the level of support we will receive, we have elected not to use dates, but milestones. Features have been collected in priority order and assembled into milestones so that each milestone had relatively the same amount of effort required. That means if nothing changes and we complete a milestone in 3 months. The next milestone will take approximately 3 months. Virtual Tabletops are complicated software projects and a lot can go wrong. Even in the best of times it’s almost impossible to estimate time needed to develop a feature, let alone a collection of 70 or 80 of them. So, times will vary.
An Invitation to Comment
This document would do little good if it were not open to suggestions. To do this, please email us or join us on Discord. Details for both of these can be found on our website. We are serious about the feedback we receive. Much of it has already helped us set our direction and we’re eager to get more. Please let us know what you think.
Mythic Table is designed for the long game. We will be around for a long time. Anything planned beyond the above milestones will be subject to so much change that it is unrealistic to expect them to still
be valid when the time comes to start them. So much will happen between now and then. So much has happened between the planning of the first playable and where we are now.