- OpenDuelyst will be free indefinitely, with no form of monetization. The code supporting payment processing has already been disabled or removed.
- We aim to accelerate building a card collection, since there is no monetization. This includes larger Gold rewards, reduced Orb (pack) costs, and creating new Quests with additional rewards.
- Creating new content or making balance changes are not goals of this project. Instead, we aim to provide a well-maintained reference implementation and reference deployment of the game as it existed before the shutdown in 2020.
- The game will be maintained after launch, though support may be limited since this is a volunteer project. For example, server outages will send emails to developers, but response times may be delayed.
- Our priorities leading up to the launch include any issues which will directly impact the player experience in the web client, such as granting full collections, adding new quests, or adjusting card acquisition rates.
- Since this project does not store personal user data (such as emails), we also need to implement a password reset token system similar to MFA backup tokens. The former system used an email-based flow.
- We plan to launch the reference deployment as soon as the production AWS account is ready. This account will be provided by Counterplay Games.
- Counterplay Games will announce the project once the reference deployment is available.
- Following the announcement, onboarding new contributors will be a priority.
Much work has been done to streamline this process (writing documentation,
automating tests in CI, etc.) so we should have ample resources for new
contributors. Contributors are welcome to work on any issue with the
help wanted
label. Issues are labeledfrontend
,backend
, orinfrastructure
to make it easier to find work matching one's interests and expertise. - Once the project has been launched and announced, we will continue to work on issues as needed, according to the issue priorities defined below.
- The initial post-launch priorities include web-based mobile clients for iOS and Android.
These guidelines help determine issue priority. P0 is the highest priority.
- P0: Issues which have major impact on the player experience, e.g. inability to play games or use core features.
- P1: Issues which have major impact on the developer experience, e.g. enabling developers to deploy code or modify infrastructure without blocking on maintainers or CPG.
- P2: Issues which have minor impact on the player experience, e.g. broken links or typos.
- P3: Issues which have minor impact on the developer experience, e.g. code cleanup.