Paper Minecraft is a 2D top-down voxel sandbox game inspired by Minecraft. Currently at version 0.13.0-alpha, the game features infinite procedurally generated worlds, block breaking/placing mechanics, basic physics, and an inventory system. This roadmap outlines development priorities through to the full release.
Release Timeline: 25 Alpha versions → 15 Beta versions → 5 Pre-Release versions → 1-5 Release Candidate versions → v1.0.0
- Block Registry System: Extensible registry for block definitions with state properties
- Infinite World Generation: Chunk-based procedural generation with perlin noise and density functions
- Mesh-Based Rendering: GPU-optimized chunk rendering using mesh generation instead of framebuffers
- Block State Properties: Blocks can have directional properties (e.g., logs with facing direction)
- Texture Atlas: Single texture atlas for efficient block rendering with blockstate-specific UVs
- Terrain Generation: Surface rules applying grass/dirt, deepslate layers, and bedrock foundation
- Procedural Trees: Oak logs and leaves generate in forest areas, respecting chunk boundaries
- Water System: Water blocks that generate below sea level, with water source block tracking
- Caves: Basic cave generation using noise-based air carving
- Block Breaking: Time-based block destruction with hardness calculations and tool efficiency
- Player Entity: Physics-enabled player with collision detection and movement
- Inventory System: 32-slot inventory with hotbar support
- Hotbar HUD: Visual representation of hotbar with selected item indicator
- Block Picking: Raycasting-based block selection and placement
- Item Entities: Ground-based item entities that can be picked up and added to inventory
- Block Breaking Animation: Visual block breaking progress before destruction
- Physics & Collision: AABB-based collision detection for entities and blocks
- Debug Overlay: Real-time performance metrics (FPS, TPS, memory usage)
- Player Hitbox Rendering: Visual debugging of entity collision boxes
- Sky Rendering: Dynamic sky color changes based on depth
- Block State Tags: Semantic tags for controlling block behavior (#can_place_through, #unbreakable, etc.)
- Splash Screen: Loading screen shown during initialization
- Multi-threaded World Generation: 4 worker threads for chunk generation, 1 render thread
- Memory Management: Aggressive garbage collection and resource pooling
- Graceful Crash Handling: Dedicated crash screen when any thread fails
- Texture Pre-loading: Force-load critical textures for frame 1 availability
- NBT Serialization: Support for reading/writing structured block data
Goal: Save and load world state to disk, enabling persistent player progression
- Implement chunk data serialization format (likely region-based .mca files similar to Minecraft)
- Write chunk data to disk when chunks are unloaded from memory
- Store block data including state properties and custom data
- Implement chunk loading from disk for previously visited areas
- Add world metadata (seed, creation time, player position, game mode)
- Implement proper resource location caching to prevent memory leaks during save/load
- Save player position, velocity, and rotation angle
- Persist player inventory state across sessions
- Track player spawn point and respawn mechanics
- Implement player statistics tracking (blocks placed/broken, distance traveled)
- Implement world list/selection screen to manage multiple worlds
- Add world creation dialog (world name, seed selection, game mode)
- Implement world deletion with confirmation
- Add world statistics display (creation date, playtime, size)
- Automated world backups on session start
- World repair/validation on load
- Migration system for updating save format in future versions
Goal: Create intuitive menus and settings systems for better UX
- Implement main menu screen with world selection
- Add "New World" button with world creation dialog
- Implement "Load World" with list of available saves
- Add "Settings" button for configuration options
- Implement "Exit Game" option
- Add version display and splash text randomization
- Implement settings screen with categories (Video, Audio, Gameplay, Controls)
- Video Settings: Render distance slider, brightness control, particle effects toggle
- Audio Settings: Master volume, sound effects volume, music volume (prepare for music system)
- Gameplay Settings: Difficulty selection, damage toggle, creative mode option
- Control Settings: Key rebinding interface for WASD movement, block breaking, GUI navigation
- Implement settings persistence to config file
- Real-time preview of video settings changes
- Pause game when ESC is pressed
- Implement pause menu with options: Resume, Settings, Return to Main Menu
- Continue world generation on background threads while paused
- Display current world name and playtime in pause menu
- Implement crosshair rendering for better targeting feedback
- Add block tooltip showing block name and properties when hovering
- Implement damage vignette effect when player takes damage
- Add item count indicator on hotbar items
- Display current game time and day/night cycle indicator
- Add compass or world position widget
Goal: Create interactive blocks and container systems for gameplay depth
- Implement block entity base system (separate from block data)
- Store additional data for blocks that need it (inventories, rotation, metadata)
- Implement block entity rendering pipeline (for multi-part blocks)
- Add proper serialization of block entity data to save files
- Create block entity registry system
- Implement chest block with 27-slot inventory (3x3x3)
- Create chest GUI for opening/closing and item management
- Implement double chests that combine inventories
- Add chest opening animation (lid opening)
- Implement item dragging in GUI (single items, stacks, split stacking)
- Add visual feedback for inventory interactions
- Implement furnace block entity with input/output/fuel slots
- Create furnace smelting recipes (ore → ingot, logs → charcoal)
- Implement furnace fuel system (wood burns for specific duration)
- Create furnace GUI showing smelting progress
- Add fire texture inside furnace while burning
- Implement cooking time calculations with different fuel types
- Implement crafting table block entity
- Create crafting recipe system (shaped and shapeless recipes)
- Implement crafting GUI with recipe preview
- Add recipe discovery/unlock system as player crafts
- Support for complex recipes (tools, armor basics)
- Recipe validation and error handling for invalid combinations
- Implement sign block with text editing GUI
- Add hopper for item sorting and transportation
- Implement repeater for redstone-like signal delay
- Create trap door and other multi-state interactive blocks
Goal: Populate world with interactive creatures for combat and progression
- Extend entity base class with AI framework
- Implement entity behavior state machine (idle, walking, attacking, dying)
- Add entity animation system for movement and actions
- Implement entity aging (despawn after certain time if far from player)
- Create entity registry for mob definitions
- Add entity damage and health systems
- Implement basic pathfinding (A* or simplified navigation)
- Create threat detection system (player detection radius)
- Implement simple melee attack behavior
- Add mob knockback physics
- Create mob spawning rules (spawn near player in dark areas)
- Implement mob despawn mechanics (too far from player)
- Implement zombie entity with basic green appearance
- Add zombie texture with damaged/rotting skin
- Implement zombie AI (wanders, chases player when in range, attacks)
- Add zombie death drops (some items on death)
- Implement zombie spawning during night time only
- Implement creeper entity with distinct sprite
- Add creeper AI (chases player, explodes on reach)
- Implement explosion physics (block destruction, damage radius)
- Add creeper spawning during night time
- Implement explosion light effect
- Implement skeleton entity with bow
- Add skeleton AI (maintains distance, shoots arrows)
- Implement arrow projectiles with physics
- Add skeleton spawning in caves and at night
- Implement arrow collection after landing
- Implement passive mobs (sheep, cows for food sources)
- Add mob breeding mechanics
- Implement animal product harvesting (wool, leather, food)
Goal: Create dynamic world with time progression and environmental effects
- Implement game time ticker (in-game days tracked separately from real time)
- Create sun/moon position calculation based on time
- Implement sky color gradient based on day/night
- Add ambient lighting changes (darker at night, lighter during day)
- Implement sunrise/sunset transitions
- Display current time in HUD
- Implement day spawn rules (passive mobs only during day)
- Implement night spawn rules (hostile mobs during night)
- Create spawn rate mechanics (more mobs as night progresses)
- Add spawn prevention near player spawn point
- Implement mob cap system (max mobs in loaded world)
- Create spawn chunk loading (chunks around player always loaded)
- Implement rain/thunderstorm weather system
- Add weather transitions with duration
- Create water level changes during rain
- Add thunder effects and sounds (prepare for audio system)
- Implement weather-based mob behavior changes
- Implement basic light propagation (light sources emit light)
- Create dark area detection for mob spawning
- Add torch/light source rendering
- Implement shadow casting based on light position
Goal: Create naturally occurring structures for exploration and resource gathering
- Implement structure registry and placement system
- Create structure template system for storing block layouts
- Implement structure rotation and mirroring
- Add structure generation rules (where/when to place)
- Create structure-aware world generation (avoid overlaps)
- Implement basic village structure with houses
- Add village roads connecting buildings
- Create villager entity for trading
- Implement villager profession system
- Add village detection for player interaction
- Implement dungeon structure with rooms and corridors
- Add dungeon spawner blocks for mob generation
- Create treasure chests with loot
- Implement dungeon difficulty scaling by depth
- Add environment hazards (lava, traps)
- Implement desert temple with traps and treasure
- Add jungle temple structure
- Create ocean structures (shipwrecks, underwater ruins)
- Implement loot tables for structure treasures
- Add mountain peaks with specific structures
- Implement forest clearings with unique features
- Create swamp structures
- Add cave systems with landmark formations
- Implement full tool progression (wood → stone → iron → diamond → netherite)
- Create armor system with protection tiers
- Add potion brewing and effects
- Implement enchantment system
- Create advancement/achievement system
- Implement damage types (physical, fire, magic)
- Add player status effects (poison, weakness, strength)
- Create critical hit system
- Implement knockback mechanics
- Add particle effects for damage/effects
- Implement biome system with varied generation parameters
- Add ocean biomes with unique blocks
- Create desert biomes with sand dunes
- Implement mountain biome generation
- Add swamp biomes with unique flora
- Implement nether dimension with unique terrain
- Create nether portal block mechanics
- Add nether-specific mobs and structures
- Implement end dimension and end game content
- Implement audio system (currently rendering-only)
- Add block breaking/placing sound effects
- Create ambient cave sounds
- Implement background music system
- Add mob sound effects
- Implement view frustum culling for rendering
- Add chunk streaming improvements
- Optimize mesh generation algorithms
- Implement LOD (Level of Detail) for distant chunks
- Add memory pooling for frequently allocated objects
- v0.14.0 - v0.20.0: World persistence and management
- v0.21.0 - v0.26.0: User interface and menus
- v0.27.0 - v0.35.0: Block entities and GUIs
- v0.36.0 - v0.43.0: Mobs and entities
- v0.44.0 - v0.49.0: Day/night cycles and spawning
- v0.50.0 - v0.57.0: Structure generation
- Expand world generation variety
- Implement multiple biomes
- Add advanced crafting chains
- Create combat depth and abilities
- Implement complete enchantment system
- Bug fixes and stability improvements
- Performance optimization
- Balance adjustments to mob spawning and difficulty
- Sound and music implementation
- UI polish and accessibility improvements
- Final testing and bug squashing
- Community feedback integration
- Last-minute balance changes
- Optimization for target platforms
- Full feature-complete 2D Minecraft experience
- Stable world generation and saving
- Complete mob ecosystem
- Full crafting and progression system
- Code Organization: Continue separating concerns (rendering, logic, data)
- Documentation: Keep code commented and maintain wiki
- Testing: Implement unit tests for critical systems
- Asset Management: Organize textures and resources properly
- Performance: Profile and optimize bottlenecks as they appear
- Refactoring: Clean up legacy code from early development
- Chunk mesh generation may need optimization for complex terrain
- Memory management during rapid loading/unloading
- Floating-point precision loss at extreme distances
- Physics system scalability for many entities
- 2D Perspective: All gameplay remains top-down 2D, no perspective shifts
- Minecraft Inspiration: Follow Minecraft design philosophy while adapting to 2D
- Performance First: Prioritize performance optimization alongside features
- Modular Systems: Keep systems independent and testable
- Player Progression: Ensure clear progression path and goals
- Accessibility: Make game playable and enjoyable for various skill levels
- Save Format: Consider implementing world backup/migration system early to prevent breaking changes
- Modding: Future considerations for modding API post-v1.0
- Multiplayer: Deferred to post-release expansion
- Marketplace: Consider cosmetic/convenience shop post-release
- Cross-Platform: Ensure code remains platform-agnostic (currently Java/LWJGL3)
This roadmap is subject to change based on development progress and design discoveries. Regular playtesting and community feedback should inform refinements to this plan.