BOCproject
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AI.
Continuing develop for Tree graph System #2.
World Generator
Continuing develop procedural terrain generation #4.
Include Tundra/Taima biomes.
Include Floodplains terrain type.
Include multiple biomes for each region/type terrain.
Continue develop tyle height as a basic tectonic simulation system #2.
Render Pipeline.
Continuing develop indirect pipeline architecture system #2.
Improvement generation indirect buffers system from world entities system.
Progresion System
Define first early tribes graph for Sanbox timeline progresion.
Entities.
Improve class system for entities #2.
Improve path algorithm for diferent terrain types.
Model sculpting.
Greek collection #3.
Asirian collection #2.
OST.
Fanfare theme #0.
Shaders.
Not uniform tile border mix.
Improve Array texture atlas.
Improve opt for prevent shadow cicle.
Topology texture changes for height #2.
AI.
Continuing develop for Tree graph System #3.
Implement basic behavior algorithm: Defensive.
World Generator
Continuing develop procedural terrain generation #5.
Continue develop tyle height as a basic tectonic simulation system #3.
Implement changes on sea levels based on Ice melted from Ice Ag.
Render Pipeline.
Continuing develop generation indirect buffers system from world entities system #2.
Entities.
Implemente Selection class building.
Implemente Selection class units.
Model sculpting.
Early Tribes collection #3.
Orient Mesophotamian collection #1.
Rome collection #1.
UI system.
implement mini-map.
FX/Sound.
Ambiental Collection #2.
Actions FX #1.
Shaders.
Topology texture changes for height #3.
Peding +
Pending to asing more task.
Private Alpha Stage
World Generator
Continuing develop procedural terrain generation #6.
Continue develop tyle height as a basic tectonic simulation system #4.
Continue develop changes on sea levels based on Ice melted from Ice Age #2.
Entities.
Continue develop Selection class building #2.
Continue develop Selection class units #2.
Model sculpting.
Rome collection #2.
Egyptian collection #1.
Peding +
Pending to asing more task.
Private Alpha Stage
World Generator
Continuing develop procedural terrain generation #7.
Continue develop tyle height as a basic tectonic simulation system #5.
Continue develop changes on sea levels based on Ice melted from Ice Age #3.
Peding +
Pending to asing more task.
Will be release on
v0.0.9 | 09.09.2019 | Work in progress
This is the official roadmap of BOCproject, here are collected most tasks of development, although, for reasons of development and the natural workflow of the project, all tasks can´t be reflected.

Below you can find a resume for each version:
v0.0.9 -Current Work-
V0.0.9 continue focused on the world generation and simulation process, our big goal for this version is carrying our first floodplains with success, also, we continue with the development for multi-class entities that will bring us all the flexibility that we need for the sanbox progression system.

We start with the first Assyrian / Mesophotamian Occidental building/units models.
v0.0.8
v0.0.8 is a continue from our previous work, improving our coastline system that brings us a very special visual landscapes, also was important the continuation for our work of the environment & climate simulations, that bring us a wealth properties of the terrain and an illumination system based in respect of the world map position.
v0.0.7
v0.0.7 was focused to bring a realistic height to terrain based on tecnonic simulations, as you can see here in this video from one of our internal test and this another video of internal test, also in this version we implemented for the first time the realistic coastline, and avanced compute shaders for massive particles.
v0.0.6
v0.0.6 was the first version that we showed ever, as you can see here [Pictures on Render from BOC v0.0.6] in our official subReddit , we showed our work for the first time after a year and a half of development and at this version, we were proud to show beautiful landscapes from a typical grassland biome.