The end goal of the project is expected to be large and complex as far as internal workings go, but fairly simplistic as far as gameplay.
Actions the player makes can create butterfly effects, and those all require careful planning and execution. For that, the game is intended to start SUPER small.
The goal will be to get the internal functions of the game down before the storyline and context gets added in bulk
It will go through many phases and each one is expected to take a while with no set deadlines
This is the general roadmap, but is likely to change depending on needs and roadblocks
- Due to a lack of interest in the basic concept, the only thing that’s changed on this is that world-building will start on phase 1 in hopes to draw more interest
Page Contents
1. Coming Together [Current Phase]
- Early stages of the team coming into the project
- Development will progress as best as possible with a limited crew
- The team begins brainstorming and planning out the base mechanics and general vision for the game.
- Lots of trial and error to find the best way to go about making this game a reality.
- Art style
- Mechanic plans
- Layout of each screen
- Story and context will generally be avoided at this stage, but frameworks of ideas will likely crop up
2. Setting the Bar Low
- With the expected mechanics and plan in place, it's time to narrow it down to the bare minimum
- Planning out what the prototype will need
- What visuals are required
- What stats and features are 100% required for the game to even function?
- The beginnings of the story, or a generic one just to showcase mechanics
- It could be good to get a general tone for the story and world at this point, even if it's not going to be fleshed out right away
- Plans on how to actually develop it
- What engine to use
- What assets will be needed
- The requirements from each role in the team