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  • After Phase I is finished, we move to the next iteration of JKG, Phase II: Coop. Several core systems will be fleshed out/created to layout the groundwork for this Phase, such as: NPCs, dialogue system, quests, expanded lua scripting, a simplified level system, notoriety system, bounty system, player trading, overhauls to chat systems, fonts, UI, additional minigames, and more. JKG v2.0.0 will likely release with only a few of these systems ready, as we iteratively build on each new release. Data in this Phase will NOT be persistent and only exist as long as the server is running. As the name implies the goal here is to create a series of replayable demo 'quests' that can be cooperatively played with other players. The game's flow will primarily consist of teams of players (or individuals) completing simple quest objectives, while being opposed by NPCs, or other teams of players. Some PVP elements will be demonstrated such as the Mos Eisley Arena Matches, as well as the Dune Sea PVP zone. The game's location will revolve around a major central city hub (likely Mos Eisley) from which player's can interact with NPCs, and other players to start quests, form teams, and explore the world. Most quests that do not take part in the central city, will send a team of player's into an 'instance' where they will complete their quest objectives while isolated from other players not in their group. Three fully completed quests will be designed to showcase the quest and instancing system. Gameplay will combine Phase I's combat system with Phase II's RPG mechanics. Elements dealing with Phase II, but without a specific milestone or expected completion time should be assigned here.

    No due date
    0/1 issues closed
  • These issues should be done in Phase I and either don't apply to later phases, or are critical to being implemented first before moving to Phase II. They don't necessarily have a specific time when they need to be done, but need to be done before Phase II can happen. Longterm Phase I issues go here. Versus (Phase I) mostly involves laying the groundwork of how the combat system and its connected parts will work. The goal here is to have a functioning arena based shooter (using tffa as a template) with the beginnings of some later RPG elements such as an inventory, armor, rudimentary skill system, vendors, trading, lua minigames, etc This should provide player's with a good demo for how the game's combat will be like. After release is finalized, a 'versus' branch will be created and enter maintenance mode and no longer be actively developed. Player's will be able to continue to play on versus while we transition to Phase II: Coop.

    No due date
    4/35 issues closed
  • These issues deal with web related meta-issues around JKG and not the game itself. For example: build automation, launcher, servers, wiki documentation and master server, etc. New build releases should be published and tested automatically with final releases being tested by the devs before making links public/announcements. Social media sites such as YouTube or ModDB may need technical work done on them occasionally (such as updating a css theme). The launcher's server will eventually need to be made to provide launcher clients with version information and download links for new versions of JKG. Finally a master server, applicable in later phases, deals with authenticating clients, retaining character and world data across servers and acts as the central authority and database for JKG's persistent world. Actual website issues for jkgalaxies.net should go here: https://github.com/JKGDevs/jkgalaxies.net/issues but might end up here if they are interconnected with other systems.

    No due date
    1/2 issues closed
  • Now that sabers and guns are complete, focus turns to the final pillar of combat: force powers and skills. Specifically, a basic skill buy system is created (in Phase II+ these skills will be gradually earned through leveling/spending xp, but in Phase I the whole tree will be exposed with a max number of points to spend on skills similar to base JKA force powers or OJP). A skill system to handle activation of active skills and implementation of passive skills is put into place. The skill system will be very incomplete and only contain a few skills to start off with in Phase I, but will include core force powers like force grip, force lightning, force push, force pull, force sense, force jump, force heal, force protect, etc. There will also be some non-Jedi skills as outlined [here](https://jkhub.org/topic/7508-concept-skill-trees/). After this release Phase I is considered complete and we move on to Phase II.

    No due date
  • These issues should belong to a milestone, but exactly which one is uncertain. Items that need to be done before Phase II, should be moved to [the longterm phase I milestone](https://github.com/JKGDevs/JediKnightGalaxies/milestone/11).

    No due date
    9/34 issues closed
  • As a departure from Revisions 2 and 3, this milestone will focus on lightsaber mechanics. There will be a new Duel mode feature where players duel each other to earn credits and rank up. It will function similarly to JKA's Duel Mode, but the spectators may bet on winners. Revision 4 also deals with balancing saber vs gunner mechanics. Lightsabers will also be added to shop vendors and available in regular FFA/TFFA matches.

    No due date
    5/24 issues closed
  • This milestone focuses on new gameplay features revolving around gunner mechanics and fixes to bugs not resolved in Revision 2. Specifically, this milestone focuses on the new shop menu, armor and shield mechanics, and damage types. Jetpacks will also be featured along with a few new items (such as poison grenades). Overheat mechanics and consumables and ammo overrides are other new features.

    Overdue by 8 month(s)
    Due by January 5, 2026
    71/84 issues closed
  • These are things which have no chance in hell of occurring any time soon. Or may never occur.

    No due date
    1/21 issues closed