![]() The old Roadmap was for both you and for us. I may have an unpopular opinion here but I'm once again disappointed in the lack of transparency and discussion on this beforehand. ![]() You couldn't have these two pages existing at the same time? The old Roadmap for the fans and the new one as a reference for you developers and for players who wants to keep themselves updated to any single new thing in there. ![]() Speaking of that, what's your problem with pretty and unique designs? First you replaced the old menu screen layout to something generic and boring, then you messed up with the Inventory and Armor crafting menu and now this. I didn't even have a chance to take one last look at its really nice and unique design and maybe screenshot it to remember what it once was: a cool experience with a different kind of Roadmap. It would've been appreciated if you guys told us that the old Roadmap was gonna get deleted. Once again you've failed with your transparency. Let us know what you think of the new Favro board, and be sure to give it a bookmark: External link → Now you can see what’s coming to Dauntless AND what we’re currently fixing, all in one place. We’ve also folded our player issues Trello board into the same page, making it a one-stop-shop for development updates. If we ever decide to add another weapon or rework one, you’ll be the first to know. We believe that our time is better spent on the other items on the roadmap. We don’t believe that a new weapon or a complete rework would solve any of the biggest challenges that Dauntless currently faces. The more we thought about adding these items, the more we realized that they weren’t a priority for us as a team. You may notice that Weapon 8 and Weapon Reworks did not make the transition to this new Roadmap. This will serve to better reflect our production priorities - which can change rapidly. It’s also much more flexible, allowing us to update earlier and more often. We believe that this simplified roadmap better communicates each chunk of work. While pretty, it was hard to zoom out and get a birds-eye view of all our content in development and see where it was in the pipeline. Is my analogy making sense or is it quickly falling apart? Seriously, I can’t tell anymore.ĪNYWAY, we didn’t find that our old roadmap was conveying this workflow properly. If we receive feedback that the room is not up to snuff, and our next step was to expand that rec room and its offerings, then we’d have the freedom to pivot, adjust, or straight up cancel further work on the rec room. So take that rec room from the previous analogy. Yay!Īnother big component of agile is being able to adapt to incoming player feedback and data. This means you get to access the fun rec room immediately instead of waiting a year for the entire house to be complete. ![]() With agile, we build that house one room at a time instead of all at once. ![]() Think of building a feature as building a house. This allows us to deploy smaller improvements over time instead of one large content launch. Agile development is about breaking large chunks of work down into smaller pieces in order to be more adaptable. Contrary to what you may believe, this doesn’t mean we’re all gymnastic ninjas. Our studio works under the principles of agile development. Let’s talk about our studio’s approach to development and how that plays into the information you’ll find on our new and improved roadmap. ![]()
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