The official development blog for the Tenterhook adventure platform.
Tenterhook roadmap

The first three phases

It's too early to guess when pieces of the Tenterhook platform will see daylight, so I can't generate any sort of traditional roadmap yet. But I can describe the three major phases that lie ahead:

Foundations (in progress)

I've found that development goes much smoother after I've converted ideas into documents and mock-ups. Those ideas have been baking in my head for a while now so it won't take long.

Ramping up on technical goodies such as AngularJS will be an ongoing process, but the good news is I'm diving into the same things at work so it's a win-win.

There's only one proof-of-concept I'll create prior to the official development phase. It involves pathing in the context of web/JavaScript apps, so it's critical that I get this part right ASAP.

Development - Web

The web-based Adventure Builder is the biggest chunk of work. It's where "manifests" will be built regardless of which platform(s) the app will target. Once the Builder is stable I'll augment it with a contextual help system, then I'll tackle the JavaScript modules that collectively form the engine.

When adventures can be built and run on the web, I'll release a sample adventure and launch the Tenterhook web site. There will be loads of resources to help people get up to speed.

Development - Windows 10

The beauty of this phase is that the hard part will already be done. Windows 10 clients (desktop and/or phone) will be able to fetch manifests from the Tenterhook Web APIs, so all I'll need to do is build the C# version of the scripting engine.

After that I'll build a Universal App template solution, which will enable developers to rapidly create Windows 10 adventures.

Future phases?

If the third phase goes smoothly it'll prove the platform is as extensible as I'd hoped. If that's the case, who knows... it's entirely possible I'd take a serious look at Android and/or iOS.