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Allacrost has two different types of releases: official and development. Official releases are polished and balanced and what we recommend most players to download. However, due to all of the work involved there is a long period of time in between official releases. Development releases are snapshots of the game in progress. These releases are made to allow non-programmers on the team more frequent access to the latest changes and for our community to give feedback of our work. They are often missing content and features and may contain some minor bugs as well.

The purpose of this page is to provide a description of what work must be done to complete the next official release and next development release. Development releases are "stepping stones" toward the official release, so the tables further down on this page only reflect the status of items needed for the official release.

Official Release[edit]

The next official release is Version 1.0.0 and has an estimated release date of summer 2019. This release covers all content found in the prologue module of the story and is the full beginning chapter of the game. The major development effort for this release will be creating new artwork and maps. In it's current state, the C++ code supports almost everything that we require for this release, so most of the programming work will be focused in scripting map and battle events. We will need additional media as well, such as sound effects, battle animations, and a handful of NPC portraits.


The game begins with a non-interactive scene of a party of knights travelling through the desert, accompanied with narration dialogue. The player takes control after the knights enter a cave with the goal of finding a blocked water supply. The player will navigate through the cave, encountering enemies, NPC's, and some brief scripted events before arriving at the end of the cave. After a short sequence, the player must face the first boss battle (Goliath Scorpion). Following the battle, the knights are seen returning to their home city, to find it ablaze and under attack my a force of demons. The player resumes control of the party and seeks out the king in his castle, battling demons along the way. The main character, Claudius, gets separated from his companions and enters the throne room alone, jumping to the rescue of the king by facing another boss 1-on-1 (Armored Beast). Upon it's defeat, the demonic forces retreat to the shadows and disappear, and the screen fades.

The next scene involves the player taking control of Claudius and visiting the destruction and survivors of his home city. He reunites with the squadron of knights and they proceed to a formal meeting with the king, who commends them on helping to save the city. After dismissing the knights, the king asks Claudius alone to stay. The king reveals to Claudius the legend of the hero, and asks him to travel the world and seek out this hero. Claudius agrees and returns to the town. The player may now complete an optional side quest that takes Claudius to the desert just outside the city in search of something. Before departing, the king gives a speech to his bewildered people to inspire hope in them. Claudius goes to the port in the back of the city to take a Sand Skimmer (vehicle) to travel to the ends of the desert. His family comes and wishes him farewell as he departs.

Design Points[edit]

This section briefly lists proposals that have been suggested to the design of the release. In the later development phases of the release, these points will be reviewed and discussed among the team to decide on the direction that we wish to take. Points brought up could be anything from suggesting maps should use certain graphical effects, changes to major dialogues, balancing suggestions, and so on.

  • Claudius should be the only controllable character. All other characters are controlled automatically via the game AI.
  • All initial skills available to be used target only actors and not attack points (to make the early game less complicated for new players)
  • Skills which consume 0SP restore a small amount of SP after being used.
  • Make the cave map impossible to lose (AI-controlled characters heal party automatically)
  • Eliminate enemy re-spawning from the cave and city maps
  • Allow temporary invulnerability after winning a battle (to avoid immediate encounters with more enemies)

Development Release[edit]

The next development release has an estimated release date of early 2019. The previous development release was published at the end of June 2015. The next development release picks up where the previous one left off, at the capital of Harrvah where the city and castle are under attack by a force of demons. This release will allow the player to experience all the main storyline events of the official release. It may or may not include any sidequests or side events. Balancing and other design work is optional.


Following is a list of the major requirements that must be met for the next development release to be ready to be published. The artwork and sound/music listed below may use temporary placeholder content if necessary. The items that will take the most time and effort to do are the capital map design and scripting, the castle interior tilesets, and the demon sprites.

Design & Scripting

  • Sand dock map and scripting
  • Additional development of capital map
  • Capital map attack scripting
  • Capital map aftermath scripting
  • (optional) Side-quest map and scripting (likely an underground passage in the city)


  • Castle interior tilesets
  • King sprite
  • Royal guard sprite
  • Various demon sprites (both for map and battle)
  • Armored beast sprite (boss)
  • Various tiles for debris/destruction for the capital attack sequence (fires, etc)

Music & Sound

  • Capital attack music (danger theme)
  • Sound effect for demons disappearing into shadows


  • Implementation of save points and save/load game setting
  • (optional) Improvements to battle UI
  • (optional) Improvements to battle scene transitions (to/from map mode, to/from victory state, etc)
  • (optional) Bug fix: missing dialogue icons in maps
  • (optional) Bug fix: sounds sometimes not playing in maps
  • (optional) Improvements to menu mode UI

Table Key[edit]

The sections below are filled with tables of an identical format. Each row contains a general task that needs to be completed for the upcoming release. Tasks are marked as required, optional, and low priority. Required tasks must be completed for the next release. Optional tasks are work that we would like to complete, but may omit if we don't have the time or resources to complete them. Low priority tasks are items that don't need to be done for this release, but may be worked on if time permits. Please sort each section in the table so that mandatory tasks are at the top, followed by optional tasks, and finally lowest priority tasks.

Tasks are also assigned a status of: Finished, Progress, and Pending. Finished means that the basic requirements of the task are complete and is release-ready. However, finished tasks may be further improved upon and refined as necessary prior to the release. A task in progress has had some tangible progress made, whether it is partially implemented code or an unfinished sprite. A task in progress may not have anyone working on it, so don't take it to mean that you can not contribute to that task. Pending means that no work has yet begun on the task, except for perhaps some requirements discussion on the forums.

General Area
Specific Area
Priority Status Task
Required Finished A required task that has been finished.
Optional Progress An optional task where some progress has been made.
Low Priority Pending A low priority task where no work has been started yet.


Content includes anything that is put into a Lua file. For example: the properties of characters, the definition of equipment, map data files and scripts, and dialogue text are all considered a type of content. Essentially, content is the "glue" that binds together the art, music, sound, and code to create the game.

Opening Scene: first map of the game showing the knights marching to the cave in the darkness
Finished Create map data file (to be also used by Returning Scene map)
Finished Add map characters and dialogue
Finished Complete map events and scripting
River Access Cave: first dungeon, a medium-size cave. Includes a wide open area at the end where an underground river has been blocked by fallen rocks
Finished Create map data file
Finished Add map characters and dialogue
Finished Complete map events and scripting
Returning Scene: similar to opening scene, showing knights marching back to the city to find it in flames
Finished Add map characters and dialogue
Finished Complete map events and scripting
Harrvah Capital Attacked: capital under attack by demons in the twilight hours. Should include fire, debris, destruction, chaos.
Finished Create map data file (will also be used by Capital Aftermath)
Finished Add map characters and dialogue
Finished Complete map events and scripting
Harrvah Capital Aftermath: damaged Harrvah capital after the attack
Progress Finish map data file parts that were not completed in Capital Attacked
Progress Add map characters and dialogue
Progress Complete map events and scripting
Harrvah Sand Dock: a "port" for vehicles enabled to travel across the sand found to the rear of the city and castle
Finished Create map data file (small sized map with limited exploration)
Finished Add map characters and dialogue
Progress Complete map events and scripting
Harrvah City Outskirts: the desert outskirts outside of Harrvah city, used for a potential side quest
Pending Create map data file
Pending Add map characters and dialogue
Pending Complete map events and scripting
Game Data
Finished Claudius: playable protagonist character. Requires all images and portraits for battle and character menus.
Progress Mark: playable character. Requires all images and portraits for battle and character menus.
Progress Lukar: playable character. Requires all images and portraits for battle and character menus.
Non-playable Characters (NPCs)
Finished Knight Captain: Dialogue portrait optional.
Finished Knight Sergeant: Dialogue portrait optional.
Finished Mak Hound: Domestic animal. Movement animations required
Pending Harrvah King
Finished Laila
Finished Marcus
Finished Vanica
Finished Knights: Prefer having a small number of variations (helmet on/off, different color armor/hair/skin, etc)
Pending Royal Guard: No variations required
Progress Townsfolk: Various ages, genders, clothing, skin, hair.
Pending Shop keepers: Variations optional
Finished Domestic animals: Small house and farm animals
Finished Slime: Weakest enemy with very basic attacks and stats NPCs.
Finished Spider: Weak, basic attacks and stats.
Finished Bat: Weak, but very agile.
Finished Scorpion: Medium strength.
Pending Demons: various sizes, shapes, and stats of demons who attack the city.
Finished Goliath Scorpion: Boss. Hard armor and hard hitting, but slow.
Finished Armored Beast: Boss. Agile and medium attack strength. Below average physical defense.
Finished Minor Health Potion: Weakest health potion
Finished Basic equipment for Claudius and the other knights
Finished First Battle: add short dialogue + tutorial for the first battle the player encounters (allow player to skip)
Finished Goliath Scorpion boss fight: party of knights work together to take down this colossus
Pending Armored beast boss fight: Claudius fights alone to protect the king (perhaps later joined by his companion knights)
Finished First demon fight: short dialogue to take place during the first battle to take place against the demons attacking the city
Finished Basic sword attack: innate skill usable by Claudius and his companions
Finished Secondary sword attack: slightly better sword attack usable by Claudius and his companions
Finished Ability to use healing potions in battle
Finished Useful defense/support skill usable by Claudius and perhaps his companions


Media tasks involve the creation of art, music, or sound. Refer to the Artwork Categories page for an explanation about each type of artwork found in this table.

Scene Backdrops
Pending Goliath Scorpion Appearance: show giant scorpion appearing and startled knights noticing it
Pending Return to Harrvah: show knights either looking from a hill into city under attack, or a shot from within the city walls showcasing the chaos
Pending Throne Room Battle: show king and royal guard fighting off attackers, possibly with a shot of the armored beast (boss) sneaking behind the king and about to attack
Pending King's Speech: show the king speaking from the castle balcony to the crowd of citizens below
Battle Backdrops
Pending Harrvah City Attack: city under attack, background buildings show damage and rubble on ground
Pending Animations for Harrvah City Attack: show knights/demons fighting in the background, fires raging, etc.
Pending Harrvah Castle: battles taking place in castle (preferably showing the interior)
Map Environments (Tiles)
Finished Desert Town: various structures such as houses, a marketplace, an outer wall and entry gate, and a large fountain set in the desert
Progress Desert Town Damaged: a variation of Desert Town that shows buildings damaged, rubble
Finished Desert House Interior: interior furnishings and floorings for homes found in the Desert Town
Finished Sandstone Castle: a "new" looking castle with smooth sandstone walls and two large twin spires
Progress Sandstone Castle Interior: castle interior featuring a barracks, throne room, and various other rooms suitable for a castle
Pending Desert Environment: improvements to the desert tileset and additional features and landmarks such as skeletons or partially buried crates
Character Sprites
Finished Claudius: Main character. Require both walking and running animations.
Finished Laila: Sister to Claudius. Major character, but not playable in this release.
Finished Marcus: Claudius and Laila's father.
Finished Vanica: Claudius and Laila's father.
Finished Knight Captain: A senior, middle-aged officer. Different armor colors than standard knights.
Finished Knight Sergeant: High ranking officer. Different armor colors than standard knights.
Pending Harrvah King: Elderly, but still able to fight and defend his country along the knights.
Finished Knights: Prefer to have a small number of variations (helmet on/off, different color armor/hair/skin, etc)
Pending Royal Guard: A special type of knight with heavier-looking armor and capes
Progress Townsfolk: Various ages, genders, clothing, skin, hair.
Pending Shop keepers: Only one required. Optional variations would be great.
Enemy Sprites
Pending Enemy demons: Various. Gargoyles, beasts, anything 'demonic'.
Pending Various combat/attack animations for enemy demons above
Progress Goliath Scorpion: First boss. Massive in size.
Pending Armored Beast: Second boss. About the size of a lion.
Battle Sprites
Finished Goliath Scorpion. First boss. A massive scorpion with dark and thick carapace.
Pending Armored Beast. Second boss. A lion-like demon wearing light metal armor.
Pending Enemy demons: Various. Gargoyles, beasts, anything 'demonic'.
Creature Sprites
Finished Mak Hound: Horse-sized, dog-like domestic animal. Movement animations required.
Progress Domestic animals: Small house and farm animals. Movement animations optional, but preferred.
Face Portraits
Pending Harrvah King: Nearing the end of middle aged, but not yet an "elder"
Pending Harrvah Knight: Make as generic looking as possible (hide/obscure details of face)
Finished Laila: Sister to Claudius. Early/mid 20s. Beautiful.
Finished Marcus: Claudius and Laila's father. 50s. Carpenter.
Finished Vanica: Claudius and Laila's mother. 50s. House wife/gardener.
Pending Knight Captain: Mid/late 40s. Battle hardened.
Pending Knight Sergeant: Late 30s. Tough soldier.
Body Portraits
Pending Harrvah Knight: Used for initial party members. Make as generic as possible
Battle Portraits
Pending Harrvah Knight: Used for initial party members.
Location Portraits
Pending Harrvah City: cityscape of Harrvah
Pending Harrvah Castle: showcase the details of the city castle, either exterior or interior view
Miscellaneous Artwork
For Maps
Pending Harrvah: lively desert metropolis
Pending Under Attack: played during chaotic scene where Harrvah is under attack
For Battles
For Scenes
Finished Legend theme: plays when Claudius is learning about the legend of the hero
Finished Tragedy: after the attack, bringing out themes of destruction, defeat, sadness, loss
Other Music
Pending Male vocals: various sounds of grunting, yelling, taking damage, passing out
Pending Enemy death sound(s)
Pending Various attack and damage sounds for enemies
Pending Equip/unequip cloth
Pending Enemy/unequip light metal
Other Sounds
Pending Level Up Notification
Pending New Skill Learned Notification
Pending Counting out experience as it is gradually awarded to characters



Tasks in this section almost always refer to tasks needing to be done in C++ code. Lua scripting tasks are listed under the Content section.

Battle Mode
Pending Improve battle victory screen to allow player to see new skills learned
Pending Allow "guest" characters to fight automatically instead of having the player control them
Pending Find a better font (bolder, more prominent) to use for battle damage/healing numbers and text
Map Mode
Finished Support splitting map files into separate data and scripting files
Finished Modify map data file loader to parse new file format
Finished Add support to allow maps to have any number of tile and object layers
Finished Add ability to trigger events on collisions
Finished Add support for hidden "glimmer" treasures to be placed on maps
Finished Add ability to save local map records (volatile event tracking)
Finished Add ability for events, dialogue lines, and dialogue options to set global or local map records
Finished Implement smooth map context transitions
Finished Add properties to affect directional movement: moving in place, moving backwards (moonwalking)
Finished Add new event class to allow the various properties of a sprite (or sprites) to be changed atomically
Pending Implement support for directional sound sources on maps
Boot Mode
Menu Mode
Pending Inventory and equipment menus need to be completed and have better interfaces
Shop Mode
Pending Improve the user interface of the shop to make it more intuitive to use
Save Mode
Pending Overhaul the interface to improve information displayed
Pending Add support for custom sprite movement animations (deviations from the standard 6-frame animations)
Finished Add a testing interface to simplify the ability to load custom character data, maps, etc. and test them in-game.
Progress Migrate all relevant game engine components to use SDL2
Video Engine
Pending Add support for libpng1.5
Pending Implement source lights as described in the engine documentation
Pending Redesign, implement, and test the (currently sloppy) particle effect code
Audio Engine
Input Engine
System Engine
Script Engine
Map Editor
Finished Separate map files into two files: data and scripting components
Finished Remove sprite/object layer support
Finished Remove skill editor
Finished Separate map files into two files: data and scripting components
Finished Support a custom number of tile layers for maps
Finished Separate out data model and view classes for better software architecture
Finished Improve the way contexts are stored in map data files to a better format
Finished Change graphics rendering backend from using game's video engine to native QT rendering
Finished Add support for map context inheritance
Finished Add support for naming of tile layers
Finished Add support for naming of tile contexts
Finished Change editor layout so that tile layer/context list and tileset info are on the right side of the window
Finished Change top menu items to: File, Edit, View, Tools, Help
Finished Add support for making custom shape selection areas
Finished Add support for moving or copying a selection area to another layer or context
Pending Add support for allowing changes to a selection area to apply to more than one tile layer
Pending Add support for allowing changes to a selection area to apply to more than one context
Pending Re-enable undo/redo action support
Finished Show a "paint preview" when using the paint tool to show results of paint operation before it occurs
Pending Add support for cut/copy/paste from one layer to another
Pending Add support for cut/copy/paste from one context to another
Pending Add support for cut/copy/paste across multiple layers
Pending Re-enable autotiling feature
Tileset Editor

Previous Roadmaps[edit]

Roadmaps for past releases can be found below.

Roadmap Demo 1.0.0