Voxatron Development Map
Current version: alpha 0.3.6
This page is intended to give a top-level view of what's going on with Voxatron development. For more up-to-date happenings, try #voxatron on twitter or my Blog. For extremely real-time information, drop by Lexaloffle HQ and look over my shoulder to see what's on the screen.
Milestones
Alpha v0.1
Alpha v0.2
Alpha v0.3
Beta v0.4
v1.0
Next Milestone: v0.4 (Beta)
At 0.4, Voxatron will be feature complete (except for Voxatron Story) and change to beta status.
The following is an overview of items left to complete 0.4, roughly in the order they will become available.
v1.0 Voxatron Story
Voxatron Story is a multi-character adventure set in the Voxatron universe, and will be included with v1.0.
Most 0.4.* updates will be bug fixes and minor improvements to support Story development.
![](/gfx/vox_promo1.png)
Completed
Features added during Alpha, available in the most recent builds.
Inventories
![](/gfx/g_inventory.gif)
Make player-selectable pickups with their own weilding and HUD-display rules.
Multiplayer
![](/gfx/g_multiplayer.gif)
Multiplayer controls, selection, inventory rendering and team logic.
Shareable Cartridges
![](/gfx/g_carts.gif)
Each Voxatron game is packaged as a cartridge that can be shared as a .png or online via an HTML5 player.
Custom Actors
![](/gfx/g_bert.gif)
Create actor animations, state trees and emitters to create a variety of behaviours and attacks.
Microscripting
![](/gfx/g_micro.gif)
Flexible control over interactions between actors and other objects using triggers and actor modifiers.
Controls
![](/gfx/g_controls.gif)
Mix player control schemes: analogue, quantized, twin-stick, inventory selection and customized bindings.
Physics
![](/gfx/g_physics.gif)
Solid physics system featuring per-actor hoisting, throwing, carrying, density, gravity and bounce.
Liquids
![](/gfx/g_water.gif)
Water, mud, jelly or lava-based rooms, with liquid displacement and surface ripples.
Persistent Worlds
![](/gfx/g_persistent.gif)
Preserve whole room states or individual objects in save game data.
Audio Tools
![](/gfx/g_sfx.gif)
Use a built-in tracker and sound designer to create PICO-8 audio triggerable by actor or room events.