Planet's Edge Roadmap - Sprint 1
Code Chests, Inventory System, & Quests
Hello Edgians!
I hope you all had a happy holiday, and that you’re all safe and well as we move into what has already proven to be a challenging New Year. I’ll have a few exciting announcements soon about another project that has been long on the boil, but until then, let me give you an idea of what I expect I’ll be doing with PE:FF for the next couple of months.
As I demonstrated for my paying subscribers last week, code chests are in the game and functioning. I’ll still have some visual razmataz to add to them in the future, but the most complicated work for them is behind me, and for the time being my emphasis is getting to a fully-featured Proof of Concept as soon as is possible. It’s still too early in development for me to realistically project a date for when that will happen, but I’ll obviously be keeping you in the loop as I move along.
My objective for this first “sprint” between now and the end of February (if you wanna talk about this in traditional development terms), is to get the original “adventure game” mechanics of the original PE working before I move on to designing and implementing some of the more challenging systems that sit on top of all of that. By the end of this sprint, my objective is that the player will talk to Alpha One (an android that you meet in “First Contact”), get a quest, go out and find the items that Alpha requests, do something with them, go back to Alpha, and complete the quest that you are given. As I get each stage of each of these development steps completed, I’ll update the graphic above. Paying subscribers will have access to at least two (possibly three) new behind-the-scenes video updates during this sprint.
This is the annoying point at which I wish to appeal to those of you who are not currently paying subscribers. All of the content that I’m creating here: the blogs, the music, the fiction and audio dramas (coming soon), and all of the game development I’m doing here takes a lot of time, thought, and hard work for me to make. The software that I use for game development and audio production costs me several hundred dollars a month in tool subscription fees — in short, it costs me to create this stuff for all of you. For the monthly cost of a fancy coffee at Starbucks, you help me defray my development costs here, and you get access to everything I’ve got on offer here. And to make this bit sweeter for followers who are gamers: if you’re a paying subscriber for at least a year, you get name recognition in the credits of Planet’s Edge: Fractured Frontier, a chance to participate in the game’s closed beta, and a free copy of the game when it’s officially released. Please consider converting your account from free to paid today, or purchase a subscription for a friend who would be interested in what I’m doing here.



I'll see if I can bring some people in! Also love the use of razmataz, it's always refreshing to see
Love the transparent roadmap approach here. Breaking down the adventure mechanics into that core loop (quest intake, item retrieval, completion) before tackling more complex systems is smart scope management. I've seen too many indie projects where devs tried to build every system in paralel and burned out. The Alpha One quest chain sounds like a solid MVP for prooving out the core interactions, tbh getting that feedback loop right early is way more valuablethan polished assets.