MILESTONES
x -> Finished
~ -> In progress
# -> Delayed

Milestone I [Started May 2012, Finished October 2012]
x -> Statistics
x --> Creating a character
x --> Updating a character
x --> Checking a character's statistics
x --> Support for:
x ----> Special points
x ----> Skill points
x ----> Traits

x -> Worldmap
x --> Exploring,
x --> Getting into cities
x --> Saving/Loading

x -> Levels
x --> Pathfinding
x --> Floors
x --> AI Scripting Engine
x --> Field of views
x --> Lines of sight
x --> Turn per turn fighting
x --> Dialogs
x --> Inventories
x --> Saving/Loading

Milestone II [Started October 2012, Finished November 2012]
x -> Statistics
x --> i18n
x --> Canceling modifications
x --> Kill count
x --> Support for:
x ----> Skill afinities
x ----> Perks

x -> Worldmap
x --> World clock moving forward in time while traveling
x --> Displaying world time

x -> Levels
x --> Basic light management
x --> Daylight/Nightlight management
x --> Displaying pathfinding data while in combat mode
x --> Outlining allies and enemies in green or red while in combat mode
? --> Cutting out walls that are hiding the player's close surroundings
x --> Proper camera handling
x --> Barter
# --> Stairs
x --> Doors
x --> Lockers
x --> Shelfs
x --> Saving/Loading of buffs

x -> GameTask (Worldmap and Level handler)
x --> PipBuck
x ----> File Manager App with text and audio support (Scripted App)
x ----> Clock App (Displaying time and allowing character to sleep) (C++ App)
x --> Player stored globally, and inserted into maps instead of loaded from there
x ----> Saving and loading player globally
x ----> Inventory access from  the WorldMap
x ----> Inserting player into loaded maps when needed
x --> DataEngine
x ----> Factions and Diplomacy
x --> Worldmap/Level shared buffs
x --> Shared "world clock" management for Worldmap and Levels

x -> General
x --> Music Manager
x --> Sound Manager
x --> i18n/Rocket interfaces dynamic translator
x --> Option Manager and user interface
x --> Creating New Games

Milestone III [Started December 2012, Finished July 2013]
x -> Game Editor
x --> Worldmap Editor
x --> Character sheet Editor
x --> Graphical representation of lights
x --> Selection tools for waypoints
x --> Automatic leveling of waypoints
x --> Execute heavy tasks in threads, show progress with progress bar

x -> Statistics
x --> Reputation
x --> Interface to check statistics of a party

x -> Worldmap
x --> Display circles showing the visitable areas
x --> Random encounters
x --> Special encounters
x --> Various terrain and movement speed

x -> Levels
x --> Quantity Picker for inventories
x --> Stairs
x --> Shader for casting shadows
x --> Scatter inserted parties in the spawning zones
x --> Per-context configuration for camera behaviors
x --> Using skills to interact
x --> Detection system
x ----> Character must disappear from the render when the player does not detect them
x ----> Detection check for characters using the sneak skill
x --> Chatter boxes (text above the character's head for non-dialog speaking)
x --> Creation of Tasks for the Script Engine

x -> GameTask
x --> Temporaries levels
x --> Healing Rate Task
x --> Quests
x --> Party management
x --> Pipbuck
x ----> Quest Application
x --> Exit zones leading to the same level must only re-deploy the party

x -> General
x --> Configurable graphism quality
x --> Configurable camera behavior
x --> Stabilizing
x --> 32/64bit cross-compatibility

Milestone IV [Started July 2013, Finished September 2013]
x -> WorldMap
x --> Visibility and detection of cities
x --> Dynamically generated places (like random encounter, without encounter)
x --> City splashscreen, allowing to pick between several entry zones

x -> Statistics
x --> Traits interface for the Edit and Show modes of the Statistic interface
x --> Perks description
x --> Skill affinities
x --> Display details about skill/trait/perk/statistic/special attribute when clicked

x -> Level
x --> Factorize Actions code. Every part of the process (temporizing, animating, executing) must be contiguous.
x --> Main script for levels
x ----> General hooks running at every level start, end and each loop turn
x ----> Exposing waypoint observers to scripts
x ----> Hooks to create daily or hourly tasks
x --> Zone effects
x --> Advanced Light Management
x ----> Script interface for light management
x ----> Hour-based light switch (for lighting cities at night)
x --> Dialogs
x ---> Allow inclusion of the return value of a script function in dialog's text
x --> Projectiles effects
x --> Party Create/Import/Export via scripts
x --> Fixing last pathfinding issue(s)

x -> GameTask
x --> Compression for save slots

x -> Game Editor
x --> Re-organize the MapObjects as a hierarchy (a MapObject must be able to contain others)
x --> Tree view for the object hierarchy
x --> Focusing camera on selected objects
x --> Zoom/unzoom using mouse wheel
x --> Free camera
x --> Generate waypoints for MapObject
x --> Zone selector for waypoints
x --> Arcs preview when selecting a waypoint
x --> Waypoint display must not slow down the game editor anymore
x --> Copy/Paste
x --> Interface to edit cities' splashscreens

x -> General
x --> Porting every AngelScript usage to the new AngelScript::Object tool
x --> Any object accessible through AngelScript::ContextLock must be handled with a smart pointer

Alpha1 [Started October 2013]
  -> General
x --> Preparing a Windows building environment to get Windows nightly builds
~ --> Preparing Debian packages
x --> Preparing RPM packages
x --> Implementing collision shapes for MapObjects
x --> Optimize FPS by smartly flattening MapObjects together
x --> Fixing line of sight performance by checking level's geometry using only CollisionNode
x --> Fixing dialog interface being so ugly
x --> Fixing WorldMap interface being so ugly
x --> Fixing Rocket's drag and drop causing crashes
x --> Fixing game console control not receiving key events anymore
x --> Fixing character rotation
x --> Merging/Rewriting buff management and task scheduling
x --> Rewriting Zone Management
x --> Rewriting city splashscreens
x --> Cleaning up ObjectCharacter class
x --> Cleaning up Level class
x --> Cleaning up GameTask class

~ -> Implementing a complete game demo
x --> Implementing new combat AI
~ --> Implement new objects scripts
~ --> Design level for the demo
  --> Implement dialogs for the demo
  --> Implement quests for the demo

