Development Schedule: Building a game in less than three weeks!

Yes! A full game! Okay… It will only be a playable prototype. But hey, you nearly cannot have a sensational headline without bending the truth today. Nonetheless I intend to do a lot of things in short time without knowing my tools well. But I have got a plan:

Time Plan Result
Week 1
Day 1 - Set up the camera
- Import a space craft from the asset store
- Make the player vehicle controllable
- Cameras for 3 levels set
- Free space craft imported
- Player can control vehicle view dependent with keys
- Mouse/touch input is not finished
Day 2 - Import enemies
- Create hostile movements by using mathematical functions
- Project floating-point movement to level resolution grid
- Mouse input finished
- Two free space vehicle imported as enemies
- Enemy spawning functionality implemented
- Hostile movements created using predefined way points, but not finished
- Resolution grid missing
Day 3 - Render entities to textures and display results
- Apply shaders to the sprites for "quality downgrade" to match retro style
- Scene is being drawn to a render texture
- Vehicles are placed on a grid
- "Retro" shader is absent
Week 2 – Research for modding options
Day 4 - Implement shooting and destruction system - Post-process shader program added
- Grid and render texture functions have been improved
- No projectile/destruction system introduced
Day 5 - Add environment (from asset store?) - Post-processing has been refined
- Weapon/Projectile system and simple destructions are included now
- Environmental visualization has not been addressed
Day 6 - Write "AI" scripts for enemy behaviour
- Integrate scoring system
- An environment was added
- Simple scoring system has been implemented
- Projection to 2D grid was refined
- First attempt to integrate spline movement
- Research for asset loading capabilities
Day 7 - Include sounds and music
- Refine shading system
- Spline movement between way points fully integrated
- Background music inserted
- Shoot and hit sound effects added
Day 8 - Build framework including menus - Movement of the environment added on
- Level abstraction and loading functionality assembled
Week 3 – Investigate releasing options
- Test, fix and improve
Day 9 - Level loading refined
- Colors mapped to Commodore 64 palette
Day 10 - Environmental shader for harder edges added
- Started to replace color palette constants by grading texture map
Day 11 - Finished to replace color palette constants by grading texture map
- Trying various combinations of environmental and post-process shader properties
Day 12 - Environment rendering for stage two simplified
- Directional alignment adapted to grid
- Indirect movement by mouse positioning introduced
Day 13 - Publish prototype - Vital energy for objects introduced
- Sounds can be played using an identifier
- Player is destructible and will respawn after some time
- NO DEMO HAS BEEN PUBLISHED!

I will amend and adjust items, when the right time has come.

Category: Project: Evolution / Author: Lightrocker / Date: 2014-03-18 - Tuesday / Comment(s): none

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