Roadmap

What you can build now and where the tools are headed.

This page is here to give you a clear picture of what already works, what I am focused on next, and what I want these tools to grow into over time. I am not attaching fake dates to everything. Features move forward when they are ready and when they make sense for the framework.

The goal is simple. Build useful Unity tools that remove repetitive setup, stay easy to understand, and give developers a strong foundation without forcing them into one exact type of game.

Tile Tick Movement

The movement foundation

Tile Tick Movement is already a complete deterministic movement package. Future updates are about improving the foundation, covering more project types, and fixing real problems found by people using it.

Available now

Core movement

  • Deterministic tick driven movement
  • Tile based pathfinding
  • Walk and run movement
  • Click to move controls
  • Smooth visual interpolation
  • Wall and obstacle blocking
  • Slope and step checks
  • Nearest reachable tile handling
  • Stacked and overlapping grids
  • Debug tools and sample scenes
Future expansion

More ways to use the movement system

The same tick driven foundation can support more than RPG characters. I want to make it easier to use for other genres that benefit from predictable movement and clear simulation rules.

  • Group selection and formations
  • RTS style unit movement
  • Tower defense paths and wave movement
  • More reusable movement examples
Ongoing

Polish and compatibility

Smaller updates will continue to improve setup, performance, documentation, examples, and edge cases as the package is used in more real projects.

Tile Tick Core RPG

The full RPG framework

Core RPG already includes the major systems needed to start building a classic tile based RPG. The next stages are about making worlds larger, adding more gameplay depth, improving workflows, and preparing the framework for bigger projects.

Available now

Combat and character systems

  • Melee, ranged, and magic combat
  • Combat styles and experience distribution
  • Projectiles, ammunition, and runes
  • Player and NPC combat AI
  • Prayer and overhead protection prayers
  • Death, dropped items, and item protection
  • Skills, levels, experience, and stat progression
  • Inventory, equipment, items, and loot
  • Run energy with agility based regeneration
Available now

World and adventure systems

  • NPCs and world objects
  • Context actions and interactions
  • Dialogue and dialogue choices
  • Shops with configurable currencies
  • Banking from NPCs, booths, chests, and other sources
  • Saving and loading
  • Quest prerequisites, objectives, rewards, and world state
  • Quest journal support
  • Minimap and player status display
  • Examine text
Available now

Skills and activities

  • Woodcutting
  • Fishing
  • Firemaking
  • Cooking
  • Reusable gathering and production foundations
Available now

Editor tools and workflow

  • Project hub
  • Item, NPC, world object, shop, and equipment editors
  • Spell, spell effect, and spellbook editors
  • Quest editor
  • Dialogue graph editor
  • Interaction editor
  • Examine database
  • Combat sandbox and damage testing
  • Validation and setup tools

Current direction

Making the framework easier to build full games with

Current focus

Demo world and onboarding

The framework has grown faster than the demo. My current focus is building a better example world that shows how the systems work together and gives new users a much clearer starting point.

  • A larger classic RPG inspired demo area
  • Clear examples for the major systems
  • Better screenshots and videos
  • Cleaner setup and onboarding
  • More practical documentation
Next expansion

World building tools

I want building a world to feel as straightforward as placing the content inside it. The next world focused updates will connect spaces together more cleanly and reduce the amount of custom setup needed for common RPG interactions.

  • Doors and gates
  • Ladders and staircases
  • Entrances and exits
  • Dungeons and interior transitions
  • Better support for multi level areas
  • More reusable world interaction examples
Planned

More combat depth

The combat triangle is already in place. Future combat work will focus on giving developers more ways to create interesting enemies, builds, weapons, and encounters.

  • Special attacks
  • More prayers and prayer effects
  • More spell and status effect options
  • Boss mechanics
  • Improved combat behaviors
  • More equipment effects and modifiers
Planned

More skills and activities

The existing skill systems are built to be expanded. New skills will be added as full examples that developers can use, study, and adapt instead of as disconnected one off scripts.

  • Mining and Smithing
  • Crafting and Fletching
  • Herblore and Thieving
  • Agility activities
  • Farming
  • More gathering and production loops
Planned

More active NPCs

NPCs should do more than stand in one place waiting for the player. Future AI work will focus on making towns, enemies, and other characters feel more alive while keeping their behavior understandable and configurable.

  • Patrol routes
  • Roaming and area based movement
  • Fleeing and defensive behavior
  • Guard and alert behavior
  • Schedules and simple daily routines
  • Better group and encounter behavior

Larger worlds

World streaming

The long term goal is to support worlds that can grow far beyond a single Unity scene without turning the project into a mess of manual loading logic.

Long term plan

Seamless world loading

I want developers to be able to build large overworlds, towns, interiors, and dungeons without loading everything at once. The plan is to introduce a clear streaming workflow that works with the existing grid, world state, saving, quests, NPCs, and interactions.

  • Chunk based world loading
  • Additive scene support
  • Interior and dungeon streaming
  • Persistent world state across loaded areas
  • Safe NPC and object loading
  • Tools for placing and managing streamed regions
Why it comes later

Streaming needs the rest of the world systems first

World streaming touches saving, quests, NPCs, pathfinding, interactions, dropped items, banks, and nearly every other persistent system. Building it after those foundations are stable means the streaming layer can support the actual framework instead of forcing every feature to work around an unfinished loading system.

Multiplayer

Networking is part of the long term vision

Multiplayer is one of the most requested additions and it absolutely fits this style of framework. It is also one of the easiest features to underestimate.

Long term plan

A real networking layer

The goal is not to bolt a quick multiplayer script onto the package and call it finished. The goal is to build networking around the completed gameplay foundation so combat, movement, NPCs, quests, banks, inventories, world state, and future streaming all have a clear authority model.

  • Server authoritative simulation
  • Networked tile and tick movement
  • Synced combat and NPC behavior
  • Persistent player data
  • Cooperative game support
  • Support for larger online worlds
  • A transport friendly architecture where practical
Why it is not first

Networking every unfinished system would slow everything down

Adding multiplayer before the gameplay systems are mature would make every new feature harder to build, test, and change. I am focusing on finishing and proving the core framework first, then networking the systems with a clear understanding of what data actually needs to be authoritative, persistent, and synchronized.

This also gives the future multiplayer work a better chance of supporting real projects instead of becoming a pile of temporary workarounds.

Long term vision

A toolkit for building your own classic RPG

Tile Tick Core RPG is inspired by the structure and readability of classic online RPGs, but it is not meant to force you into recreating one specific game.

The goal is to give you the movement, combat, progression, world systems, editor tools, and workflows needed to build something of your own without starting every major feature from scratch.

Every update should make the framework easier to understand, faster to build with, and more capable without burying users under unnecessary complexity.

Using the tools already

Real project problems can change the order.

If you keep running into the same workflow issue, bring it up in Discord. A clear problem from an actual project is far more useful than a giant list of disconnected feature requests.

Join the Discord