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 certain player-player controls, 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 Lab, 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, wuantity, 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 and will have a major impact on the rest of the systems.
- World Building Wiki - A hyperlink markdown wiki for world building, note taking and handout. Simple image pasting integration. Powerful preview features.
- 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 from other services. Following that, we went through a prioritization exercise, and this document is the result.
This is a living document (and we don't mean a mimic) meant to represent the current plans of Mythic Table. If we’re to be successful, our plans MUST be flexible. For that reason, our roadmaps can be considered our desired path through the unknown future of a changing and exciting landscape. Like in any good campaign, we will find detours and shortcuts, meet new people who might know different paths, and we might stumble and fall along the way.
For this reason, this roadmap is subject to change. These won’t be frequent changes. They might occur every couple of months or as infrequently as a year or so. Where possible, we will discuss the nature and reason of these changes so everyone understands why they have occurred.
This document does not use dates. Instead, it specifies sequential milestones. The reason for this is because the speed at which this project can be developed is completely up to you. The more support we have, the more time we have to put toward this 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 and 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 sorted in priority order and assembled into milestones so each milestone has relatively the same amount of effort required. This means if nothing changes and we complete a milestone in three months, the next milestone will also take approximately three 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 seventy or eighty 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 for 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 such milestones to still be valid when the time comes to start working on them. Much will happen between now and then, and so much has happened between the planning of the first playable and where we are now.