State of Foundry VTT - 2020 Q3 (Patreon)
Content
Hello dear community - I have decided to write the first of what I hope will be a quarterly note that shares my perspective on Foundry Virtual Tabletop growth, development, challenges, and opportunities.
State of Foundry Virtual Tabletop
It's been 3 months since the official software release in May - in that time I've been overwhelmed by the growth of the software. I'm very privileged to share that many more of you have purchased Foundry Virtual Tabletop licenses than I had expected (please forgive me for not getting into exact numbers), it's humbling and very gratifying to see how the community continues to grow.
Since the initial release there have been 8 software updates: 2 alpha, 3 beta, and 3 release channel. We have celebrated the release of 11 exclusive content packs ranging from the beautiful Miska's Maps to the thrilling Cycle of Cerberus. I am so thrilled to have been able to collaborate with the fantastic artists, musicians, and storytellers in the tabletop RPG space and I hope I will be able to continue offering content packs like these to Foundry owners over time.
Foundry VTT now boasts support for over 50 (51 at the moment) game systems which is truly incredible and is a strong endorsement that many of you have found the Foundry ecosystem and API to be a great place to create tabletop roleplaying games.
The modules browser on the official website now features 384 installable modules which is a really mind-blowing number that also speaks to how incredibly flexible the environment is for creating exactly the experiences you want to have for your group. The idea that there might be this many modules (especially so soon) has really taken me by surprise - and continuing to figure out the best way to support modules and module developers remains a top priority for the software.
Lastly, the presence of Foundry VTT in social channels has been booming, it brings me so much pride to see the YouTube videos, Twitch streams, Reddit threads, and blog articles which showcase Foundry Virtual Tabletop. Thank you to everyone who has helped to spread the word with your friends and communities - your positive word of mouth about the software is my most prized asset!
A Note of Thanks
I would like to express a deeply sincere thanks to all of you who are supporting this project on Patreon. As you can understand from this post - my effort is almost 100% focused on driving big and meaningful improvements to the Foundry VTT software. This leaves me with limited time to do "special bonuses" for Patreon supporters. I hope that you are not dissatisfied with knowing that your financial support is meaningful and going directly into continued improvement of the core software. Does this feel rewarding enough for those of you currently supporting me? Would you like for me to reserve some more of my development time in order to do some more Patreon-exclusive projects? If I were to do that, what type of content would you most want to see? These are questions where I would be interested to learn your perspective and preferences, so please share your thoughts in the comment section or on Discord.
Current State of 0.7.x Development
One of my goals for this post is to update and share with you all some work that is underway to give you all a bit of perspective into the version 0.7.x development progress and expectations.
This has ended up being a really big series of updates - much larger than I originally anticipated. I'm thrilled with the value that continues to be developed under the 0.7 and I can't wait for it to be release-ready for all of you to use. That being said, I'm a bit disappointed with my own timelines and how big it looks that 0.7 is going to be by the time it actually makes it to release.
As the first post-release major update version, I knew there were going to be lots of themes to tackle, but the scope of 0.7 has increased beyond what I initially estimated. The initial plan for 0.7 was to focus on:
- Improved Dice API [completed]
- Phase 1 of the Active Effects System [in-progress]
- Improved Audio Tools [not yet started]
This on it's own would represent a great scope of changes, but in addition to these changes I've also ended up focusing on:
- A comprehensive overhaul to the dynamic lighting system [completed]
- Support for light source animation [ completed ]
- A redesign of the module installation and management process [ completed ]
- Chat log improvements [in progress]
- Combat tracker improvements [in progress]
Not to mention all this work is in addition to a huge number of general fixes, API improvements, and more. All of this work has been done in the last 3 months since the beginning of June.
All the new features are great - but my concern and frustration stems from taking so long to get this series of releases to a point where it can be used reliably on the release channel. The bad news there is that I think it's still going to be another 2-3 months before that happens.
The Plan from Here
In order to accelerate the 0.7.x development process, I am going to focus on the following items:
- Limit scope by avoiding taking on any additional major update themes.
- Focus on completion of Active Effects in 0.7.2 (ETA early September)
- Focus on renovation of the Audio system in 0.7.3 (ETA late September)
- Focus on a first Beta channel release 0.7.4 by mid October.
- Work towards a stable Release channel update 0.7.6 by mid-November.
By the time that 0.7.x hits release, it's going to be absolutely enormous, which is great, but I'm not happy with the timelines and that leads me to consider a different approach for next time.
Learning for Next Time
A learning from this process is that I want to focus on (somewhat) smaller update scope in the future so that I can get large sets of changes like these through the alpha/beta/release process more regularly. I would ideally like to have a new release version of Foundry VTT every 3 months, rather than what currently looks like it will be about 6 months.
In order to condense the dev cycle for 0.8.x I will plan to only commit to two major system features instead of three - with the expectation that I will pursue other opportunities that emerge during the course of development. Once we get closer to 0.8.x, I will be polling the Patreon community to help me choose one of these two major features from a curated set of high-impact options, I will choose the other feature based on my own assessment of what is most critical for Foundry VTT to continue growing.
Interest in Live Streamed Content?
I hope most of you have been able to watch the periodic Development Q&A live streams that I have offered to discuss ongoing development work and showcase new features. In addition to that type of development update - I am thrilled by how successful our GenCon panel and live stream was. If you have not watched it I encourage you to check it out. https://youtu.be/6RX2Mz-8hFo
Part of that GenCon stream was a live one-shot of one of the Cycle of Cerberus adventures. Myself and the other panelists got nice feedback that the one-shot was enjoyable - and I'd like to learn from the community whether that type of content is something you would enjoy seeing more of?
Organizing and streaming a live campaign played in Foundry VTT would take some time away from other development, but it could be a great opportunity to showcase the latest Foundry features in a high production-value (hopefully) context with a entertaining cast of roleplayers and storytellers. Is a weekly or bi-weekly (every 2 weeks) live game on the Foundry VTT Twitch channel something that you would be interested in? Share your thoughts in the comments.
In Conclusion
I realize this has been a hefty wall-of-text, so thanks for sticking with me. I hope the communication about ongoing work is clear and that you all find it valuable to read about what is on my plate, as well as what is in my mind for upcoming initiatives.
Thank you all for your support for Foundry Virtual Tabletop and I hope it continues to be a vital tool in creating memorable storytelling experiences for yourself and your friends.
Happy gaming!