ROADMAP 25.11.25


TERMINAL MICRO ENGINE — FULL ROADMAP

DONE SO FAR

(Completed & Stable)

🎛️ GUI Editor (Core)

  • Visual editor for rooms
  • Search & filter system
  • Quick jump between rooms
  • Add / delete / duplicate rooms
  • Full action editor
  • Full conditions editor
  • OnFail actions editor
  • Room-level image selection
  • Editable room exits (N/S/E/W)

🎬 End Game Editor

  • Simple end-game trigger system
  • Custom end text or overlays
  • Runtime detection of flags → triggers endings


📤 Runtime Export System

  • One-click export to fully playable HTML/JS
  • Bundles game_data.js, CSS, runtime JS
  • Outputs portable mini-game folder
  • Works offline and on browsers

🎨 CSS Templates

  • Retro CRT green (DOS-style)
  • Sci-fi monochrome
  • Blue submarine horror
  • Rusty post-apocalyptic
  • Minimal clean white
  • STALKER industrial
  • 7+ swap templates ready, fully plug-and-play

📚 Documentation

  • Basic User Guides
  • “How to Build Your First Rooms”
  • JSON structure explanation
  • Tutorial demo rooms + example games

🧱 Main Engine Framework

  • Stable interpreter
  • Command input parser
  • Conditions + actions + flags
  • Image viewport (static/animated)
  • 0 dependencies — pure JS/HTML/CSS




🚧 MID–TERM DEVELOPMENT (NEXT 1–3 MONTHS)

GUI Editor 2.0 (Major Upgrade)

  • Drag&drop room reordering
  • Visual map overview (ASCII or mini-grid)
  • Copy–paste actions between rooms
  • Validate JSON in real-time
  • Bulk editing flags across rooms
  • Multi-action editor panel
  • Auto-highlight broken links/exits
  • Live engine preview integrated into editor
  • Export/import partial JSON segments (rooms only, actions only…)

Built-in Asset Shader Effects

(All client-side, no WebGL heavy features) Shader-style filters for viewport images:

  • CRT distortion & scanlines
  • Chromatic aberration
  • Noise overlay
  • Rust / dirt filters
  • Color grading (matrix + presets)
  • Pixelate, low-res dithering
  • Glow / bloom (fake shader)
  • Animated glitch sequences

These effects give a cinematic feel without needing external tools.

SFX Input System (Full Audio Support)

  • Sound picker in editor
  • Assign SFX per room, per action, per error, per success
  • Ambient loops per room
  • Typing sound customisation 
  • Multi-event sound layers
  • Volume control per action
  • Export audio pack with runtime

Opening / Ending Cinematic Overlays

  • Pre-game splash (logo, flicker intro)
  • Fade-in scenes
  • Multi-panel intro sequence (3–5 slides)
  • End-game cinematic slideshow
  • Optional typewriter narrative sequence
  • Trigger animations based on flags

 New Runtime UI Animations

  • Terminal glitch effects
  • Text vibration when alert triggered
  • Flashing warning banners
  • Battery / hull integrity / radiation meters
  • Static burst on camera change
  • Customizable command prompt animations
  • Scan or hack progress bar animation

Complex CSS Templates

  • High-tech sci-fi interface (Mass Effect–like)
  • Terminal 1990 UNIX grayscale
  • Full STALKER/X-18 Laboratory Skin
  • 80s cyberpunk neon CRT
  • Blue “submarine tactical console”
  • Industrial hazard-yellow scheme
  • Minimal noir black/white
  • Textured metal with fake depth

🧭 LONG–TERM EXPANSION (3–12 MONTHS)

Modular Plugin System

Developers can add:

  • New actions types
  • New condition sets
  • UI widgets
  • Custom terminal filters
  • Room generators
  • Audio/graphics packs

Simple plugin structure: upload JS file → engine reads it.

Advanced Room Map Visualizer

  • Automatic map generation based on exits
  • Node graph with lines
  • Click nodes to edit room
  • Color-coded rooms (visited, locked, hazard…)
  • Export to PNG

Macro & Scripting Layer (Optional)

Keep JSON simple, but add optional advanced commands:

  • conditional blocks
  • simple math
  • string variables
  • mini scripting for advanced users

Inventory & Item System 2.0

  • Equip/unequip
  • Consumables
  • Items with flags
  • Items triggering room effects
  • Drag & drop inside GUI
  • Items visible in HUD

Performance & UX Improvements

  • Virtualized scroll for large projects
  • Optimized image loading
  • Faster editor
  • Undo/Redo stack
  • Versioning system (auto backups)

 AI-Assisted Tooling (optional)

Not required, but powerful:

  • “Generate room draft”
  • “Explain conditions”
  • “Fix broken exits”
  • “Auto-create navigation map”

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