Roadmap
Built by one developer, one stage at a time. There's no calendar, only the order things have to happen in.
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One pair of boots
Before anyone else sets foot in Thessyra, it has to work for one person.
The first slice already stands: a longsword that swings true, a foe that fights and falls, and a death that costs you what you carried. Movement was pulled forward on purpose, because it's felt in every moment of play. It is built, and being hardened into a first test build.
- The body
- Weight and quickness from the character, three depths of crouch and a crawl, and a pace from creep to sprint.
- Going over
- Walls, fences, ledges, and rounded rubble are vaulted, climbed over, or pulled up onto, as this body can.
- Climbing and hanging
- Ladders, ropes, and bare stone where the skill allows. Hanging from a ledge, edging along it, catching one mid-fall.
- Falling and fighting
- Landings from soft to collapsed, staggers and knockdowns from outside force, dodges, lunges, and leaning to look.
Next in this stage: props as steps (a bench against a wall, bales under a roof), standing on things that float or roll, the body's own animation in place of borrowed stand-ins, and the first players.
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Others arrive
A small circle, let in early.
A handful of players are invited in, not to be impressed but to break things honestly and say so. This is where Thessyra stops being one person's practice and becomes a place other people can stand in.
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What is built remains
Memory takes root.
A character earned through real hours of play should never vanish when the session ends. Skill, wounds, and rank carry forward from one sitting to the next.
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The world opens
One world, holding many.
A true seamless world with many players at once, none of it walled off into private copies. The hardest stage by far, and it won't be rushed before it's ready.