An engine is nice, but I'm here to make games. So I wrote a rough blog about Flare's timeline to its first game.
http://clintbellanger.net/rpg/blog/20110410
In late April, Flare v0.13 will be released. It will contain talking NPCs and support for simple quests.
In late May, Flare v0.14 will be released. It will contain a Title Menu, New Game Menu, and Load Game Menu.
The engine will receive a freeze on major new features after v0.14. Any programming done after v0.14 will focus on making options in the existing engine configurable.
At this point the focus of this project will switch from making an engine to making a game. Basically, if I can't build a game with this engine then it's useless.
I expect to focus an entire year on creating art assets for Flare. More tile sets, creatures, equipment, NPCs, powers, etc. During this time I will be plugging the art into the engine with new test maps, side quests, etc.
At the end of 2012 it will be time to pull the assets together into the first Flare game. There should be enough variety to tell a decent story -- even a 20 hour single player campaign would be great for a project like this.
Assess the engine as a stand-alone project. Possible outcomes:
Version 0.01 of this project was released on January 1st, 2010. So right now I'm 1 year, 4 months in.
People say that Flare's development is fast. For a most solo effort (I've done about 90% of the code and visual art) done on nights and weekends, it's fairly fast. It's been that way so far for a few reasons:
Even with all this speed, the release of the first game is looking like the end of 2012. 3 years from scratch to a game is pretty fast for a game of this size.