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 |
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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 |
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Day 9 | - Level loading refined - Colors mapped to Commodore 64 palette |
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Day 10 | - Environmental shader for harder edges added - Started to replace color palette constants by grading texture map |
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Day 11 | - Finished to replace color palette constants by grading texture map - Trying various combinations of environmental and post-process shader properties |
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Day 12 | - Environment rendering for stage two simplified - Directional alignment adapted to grid - Indirect movement by mouse positioning introduced |
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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.