Below is an incomplete road map and upcoming release cycle for Archapolis. This list will continued to be filled out over time. Everything below is subject to change. The current and expected next release are listed at the top. Older releases will be listed at the bottom of the page.

LEGEND:

  • Finished - may require fine tuning/balancing. Otherwise, this feature is fully implemented
  • Mostly Finished - core concept is implemented, but not all edge cases are implemented
  • Partially Finished - core concept is partially implemented.
  • In Development - development just started
  • Not started - development has not started yet

Updated: 2024/07/05
FULL ROADMAP
GENERAL GAMEPLAY

By Early Access Launch
  • Player starts with land purchased from successful business exit
  • Highway runs through the map
  • Design buildings and save as blueprints
  • Included blueprints (created by dev)
  • Begin fulfilling commercial needs as population increases
  • Families move into home
  • Basic demand/supply for all businesses/services
  • Basic residential demand
  • Residential auto zones (AKA classic zone placement)
  • Basic municple service functionality
  • Basic RICO demand

By 1.0 Launch
  • Creative mode
  • Difficulty levels
  • Attract top talent in any/all industries to your city
  • Fulfilling (more) resident demands attracts more people to city
  • Work on keeping the city safe, healthy, and profitable
  • Build Mayor's House and Office
  • Taxes
  • Pollution
  • Noise pollution
  • Choose industries to expand economy
  • Hire municiple board members
  • Weather
  • Seasons
  • Compete against other cities for talent/industries
  • Dynamic macro/micro demand and supply; e.g. changing needs over time
  • Offer more luxurious housing to attract talent
  • Limit influence/range of businesses/services
  • Purchase more land
  • Atract special, top tier services/industries
  • Disasters
    • Wartime Draft
    • Pandemic
    • Recession/Depression
    • Monopolies (squashing competition in specific industries)
    • Catastrophic decline in specific industries (e.g. resource shortage or shift in demand)
    • Flooding
    • Tornado
    • Earthquake
    • Hurricane
    • Firestorm
    • Riots
    • Basic nescessity shortages
    • Food shortage
    • Power Outages
  • Special Events
    • Celebrity Visits
    • Parades
    • Holidays

Post 1.0 Aspirations
  • Police Chases
  • Visible Crime (e.g. watch a bank robbery)
  • Zombie Mode (your police vs. your zombie population)
  • Sims-like mode. Live in your own city
  • Multiplayer (creative mode)
  • Multiplayer (compete against other cities)
  • Scenarios
  • Passage of time, advances in technology/culture

SIMS

By Early Access Launch
  • Basic schedule (Sleep, Work, Home)
  • Determine transportation method (walk or drive)
  • Breakfast
  • Lunch
  • Dinner
  • Animations (various)
  • Use specific in game objects for specific tasks
  • Family Network/Graph

By 1.0 Launch
  • Friends Network/Graph
  • Colleague Network/Graph
  • Various activities for each major schedule point
  • Implement third places
  • Exercise
  • Visit Family
  • Visit Friends
  • Determine Transportation Method (with 1.0 options)
  • Psychology
  • Happiness
  • Growth / Aging / Dying
  • Activities based on stage of life
  • Religion


ROADS / TRANSPORTATION

By Early Access Launch
  • Place/Connect 1x1 and 2x2 roads
  • Create the road graph/network
  • Path finding on roads
  • Path finding off road
  • Deleting roads
  • Smooth/floating point movement
  • Intelligent intersection path finding logic (e.g. Don't enter full intersection)
  • Sidewalks (road side)
  • Sidewalks (player placed)
  • Parking spaces (off road)
  • Parking spaces (on road)
  • Create new outside road connections
  • Parking Lots

By 1.0 Launch
  • Functional Crosswalk Signals (e.g. Count num cars in edges)
  • More traffic light options (e.g. Count num cars in edges)
  • Intelligent traffic lights (e.g. Count num cars in edges)
  • Upgrading/downgrading roads
  • Custom lane/intersection connections
  • Curved roads (predefined)
  • Busses and Bus lanes
  • Trains
  • Planes
  • Boats
  • Bridges
  • Tunnels
  • Taxis
  • Close down roads/lanes for construction, accidents, etc.
  • Elevated Roads
  • Parking Garages
  • More (and larger) road options

Post 1.0 (Dreams/Goals)
  • Eight degrees of movement

PROPERTY / BUILDINGS

By Early Access Launch
  • Place Zones, buildings, and rooms
  • Path finding In buildings
  • Path finding on property
  • Building furniture/decor placement
  • Room functionality rules
  • Building blueprints
  • Mixed use zones/buildings
  • Construction Animations
  • Handle construction cycle
  • Object based AI/path finding
    • Go to bed in bedroom when tired
    • Use shower/toilet in bathroom
    • Use stove in kitchen
    • Use table when eating
    • Et cetera

By 1.0 Launch
  • Detailed Info/UI Panels
  • Building Foundations
  • Taller rooms for sky scrapers
  • Commercial, Service, Office, and Industrial Businesses
    • [Commercial] - Grocery Store
    • [Commercial] - Clothing Store
    • [Commercial] - Shoe Store
    • [Commercial] - Pet Store
    • [Commercial] - Jewelry Store
    • [Commercial] - Gift Shop
    • [Commercial] - Movie (VHS/DVD)
    • [Commercial] - Music (CD/Vinyl)
    • [Commercial] - Outdoor Gear
    • [Commercial] - Furniture / Decor
    • [Commercial] - Plant Store
    • [Commercial] - Art Supplies
    • [Commercial] - Car Dealerships
    • [Commercial] - Hardware
    • [Commercial] - Tech / Appliances
    • [Commercial] - Drug Store
    • [Commercial] - AND MORE . . .

    • [Service] - Gas Station
    • [Service] - Cafe
    • [Service] - Restaurants {many types}
    • [Service] - Nail Salon
    • [Service] - Gym
    • [Service] - Massage Parlor
    • [Service] - Mechanic
    • [Service] - Movie Theater
    • [Service] - Pet Daycare
    • [Service] - Tatoo / Piercing
    • [Service] - Doctor Office
    • [Service] - Dentist
    • [Service] - Optometrist
    • [Service] - Hotels/Motels
    • [Service] - AND MORE . . .

    • [Office] - Law
    • [Office] - Taxes
    • [Office] - Technology
    • [Office] - Accounting
    • [Office] - Insurance
    • [Office] - Administration
    • [Office] - Customer Service
    • [Office] - Marketing/Advertisement
    • [Office] - AND MORE . . .

    • [Industry] - Farming
    • [Industry] - Timber
    • [Industry] - Gas
    • [Industry] - Oil
    • [Industry] - Metals
    • [Industry] - Silicon Wafers/Chips
    • [Industry] - Chemical Processing
    • [Industry] - Manufacturing
    • [Industry] - Warehouse/Storage
    • [Industry] - Packaging
    • [Industry] - Stone
    • [Industry] - AND MORE . . .
    • [Municple] - City Hall
    • [Municple] - AND MORE . . .

Post 1.0 Aspirations
  • Procedural Building Generation
  • Procedural Room Generation

MUNICPLE SERVICES

By Early Access Launch
  • Fire Department
  • Police Department
  • Hospital
  • Primary School
  • Middle School
  • High School
  • University
  • Library
  • Parks
  • Public Pool
  • Recreation Center
  • Sports Courts
  • Museums
  • Jail / Prison
  • Municiple Service Supply/Demand
  • Electricity
    • Generation
    • Distribution (power lines)
    • Importing
    • Exporting
  • Gas
    • Drilling
    • Distribution
    • Importing
    • Exporting
  • Oil
    • Drilling
    • Distribution
    • Importing
    • Exporting
  • Water
    • Personal Wells
    • City Supply
    • Distribution (pipes)
  • Sewage
    • Personal Septic Tanks
    • City infrastructure (pipes)
    • Sewage Treatment
By 1.0 Launch
  • Provide attractions
  • Set cultural policies
  • Set economic policies
  • Federal Funding with Requirements
  • Tourism

MACRO ECONOMY

By Early Access Launch
  • General profit mechanics (base on people)
  • General demand for broad goods/services/utilities
  • General residential, commercial, office, industrial demand
  • Give tax breaks to specific industries/services to influence growth

By 1.0 Launch
  • Abstract general profit mechanics to money
  • Compete against neighboring cities for talent in all industries/services
  • 30% cost increase for imported goods/services/utilities (less tax revenue)

MICRO ECONOMY

By 1.0 Launch
  • Individual agent bank/spending accounts
  • Individual business bank/spending accounts
  • Real time resources (importing/exporting/usage)

CITY COUNCIL / BOARD

By 1.0 Launch
  • Hire council members to automate city management
    • Fire Marshall - Handles Dispatching, Fire Safety
    • Chief of Police - Handles Dispatching, Crime
    • Hospital - Handles Dispatching, Health
    • Head of Education
    • Head of Religion - Advocates for religious needs
    • Head of Transportation - Handles Road Repairs
    • Architect - Gives Access to Blue Prints
    • Lawyer - Gives Access to Eminent Domain
    • Treasurer - Gives Access to Taxes, Bonds
  • Keep council members happy
  • Losing and/or replacing council members
  • Lose entire board if voted out of office
  • Salary determines ability to attract talent

GAME ENGINE - TERRAINE

By 1.0 Launch
  • Multi-floor buildings
  • Terrain Textures
  • Terrain Tools
  • Terrain Height
  • Bodies of water
  • Map editor

GAME ENGINE - OVERLAYS

By 1.0 Launch
  • Property Value
  • Traffic
  • Pollution
  • Natural Resources
  • Utilities
  • Fulfillment/Happiness
  • Building Levels
  • Noise Pollution
  • Fire Safety
  • Crime
  • Transportation
  • Population
  • Outside Connections
  • Leisure
  • Heating
  • Road Maintenance
  • Tourism

GAME ENGINE - GRAPHICS

By Early Access Launch
  • Top Down Graphics
  • Isometric Graphics (60 degree)
  • User Interface

By 1.0 Launch
  • Combine textures for GPU efficiency
  • Implement static quad based rendering for fastest LOD

Post 1.0 (Dreams/Goals)
  • Isometric Graphics (45 degree)
  • Isometric Graphics (30 degree)
  • 8 or more camera rotations for all camera modes
  • Custom lighting engine
  • Combine 3D assets w/ current 2D graphics