{"id":179,"date":"2008-06-26T21:02:49","date_gmt":"2008-06-26T11:02:49","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=179"},"modified":"2008-06-26T21:02:49","modified_gmt":"2008-06-26T11:02:49","slug":"mmorpg-tycoon-development-timeline","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2008\/06\/26\/mmorpg-tycoon-development-timeline\/","title":{"rendered":"MMORPG Tycoon development timeline"},"content":{"rendered":"

So now that the PCG competition is over, it’s time to consider future directions for MMORPG Tycoon.\u00a0 Development will be slowish, of course, as it’s really a side project for me.\u00a0 And I do expect to continue to do occasional “Game in a Week”s, just to stay fresh.<\/p>\n

But on MMORPG Tycoon, I have a pretty good idea of what I’ll implement for version 1.1.<\/p>\n

More beneath the fold.<\/p>\n

My rough list of what I’m planning to implement for version 1.1:<\/p>\n