Unofficial · reliability : confirmed · Machine translation
Carnet de Bord, 2004-05-23 — "Timing and features of the final version" (Tot)
The official v12b text (2004-05-12) lived on dofus.com's "beta12" page
(?page=informations&rubrique=betatests&ssrubrique=beta12), linked from the beta-test index but
never captured by Wayback, and no idnews item announces it (nothing between 2004-05-10 and
2004-05-25). The message below is the only known Ankama text published during v12b. It does not
describe v12b itself: it is a roadmap by Tot, Ankama co-founder, posted on 2004-05-23 in the
graphics section of the Carnet de Bord. It confirms in passing that only "players validated to test
the monsters" had access, on 300 to 400 maps. This matches the v11b announcement, which described
v12b as the version "in which the monsters will appear".
Text of the message, as captured on 2004-06-07 (translated):
Regarding what comes next, here is what we plan for the game's release:
Custom items: Custom items can be found on very high-level monsters or crafted by players who chose the tailor profession. The tailor will make hats that highlight other players' professions. A baker's hat for the baker, a hunter's cape for the hunter. This will let players with seller professions, or others, be spotted more easily by those looking for them. We have already started working on it. I think we still need a few full-time days to finish this part)
The trade interface: The graphic interfaces are ready and waiting quietly in their corner for the devs to have 3 days to spend on them. We took our time, and we still are on this part of the game, because this system is far from simple. If it were only the player-to-player trade interface, no problem, but many other features will stem from this interface, Crafting, trades with NPCs
Resources: We have already made a good part of the resource graphics. Even if for now you must be wondering what the mosquito wing, the Mulou testicles or others are for, they are not there by chance. They are an integral part of the crafting system we are currently designing.
The world: For now, players validated to test the monsters have roughly 300-400 maps to explore. This set is the unfinished version of the kingdom of Amakna. We are currently finishing this land's monsters, its history, who rules it. This part represents only a third of the world at its final release. On top of the two other regions, we are also working on "Moon Island", "Wabbit Island" and "the Heroes' Cemetery". In short, we plan a game of about 2,000 maps for its final version. Keep in mind that every month we will increase the size of the world and the features in it. For the team of 4 artists, this is the biggest part of the work we have left.
Treasure maps: Some of you were lucky enough to find puzzle pieces. Treasure hunts will work in a rather original way. You will have to complete puzzles (among some 20 available puzzles) and, once one of them is complete, a key will materialize in your inventory. This key will let you open the precious treasure chests. The graphics are ready; we have a good week of work left to get it all working.
More later, once I've recovered from my sprained wrist.