Week | Graphics | Core Game Logic | Networking | Art | Misc/Stretch Goals |
1 | Research | Research | Research | Brainstorm Art Style | Finalize Game Idea and start brainstorming features Decide scheduling |
2 | Set up code to be able to render simple objects Render a sample room/players | Basic Setup (mini game engines, APIs) and continue building engine in future | Decide on basic protocol Connect client(s) to server Basic messages (movement) | Concept Art (Characters, one dungeon room type, enemies (slime)) | Decide on file format for models Setup |
3 | Render crucial objects for gameplay (i.e. flag, environment) HP/damage indicators | 1. Complete basic game designs (victory conditions, game play, draft character abilities, theme etc.) 2. Finalize game flow and finish one minute demo 3.Network integration | Actual messages Begin making tests & designing complete architecture (Note: Sync with game logic) | Finalize Character Design(s) Export basic character model for placeholder use
| Conceptualize and design other dungeon room types |
CHECK POINT Integration | Can easily import and render basic models for important gameplay objects | Basic integration with networking, and one minute game play with programmer-art models | Pass messages between client and server that can get/set game state (+ integration w/ game logic). | Finalize game design/art and basic aesthetic | Decide on a name for the game |
4 | Gameplay VFX (attacks/healing) | Refine game play and add in gameplay elements (attacks/skills) | Implement more messages as required Keep up with testing As networking reaches completion, gradually shift focus to other aspects | Model basic dungeon room Model additional characters | |
5 | 2D UI for basic character selection, options, text, and navigation | Complete major gameplay elements (combat, discrete interactions such as doors/chests) | Implement more messages as required | Model enemies, obstacles, miscellaneous items Finish modeling all four characters (if ahead of schedule) | |
CHECK POINT Design Freeze | Make gameplay intuitive for players with UI elements and visual cues | Functional game objectives, combat mechanics, and basic object interaction | Complete integration with gameplay to enable roughly complete set of actions in multiplayer | Complete all basic models (>2 characters, 1 room, 1 enemy, misc. [doors/chests]) | |
6 | Finish 2D UI if not yet completed | Design one fixed map layout with enemy spawns, objects | As necessary: add messages, optimize, and test | Finish modeling all four characters
| Look into sound effects/soundtrack possibilities |
7 | Character animations | Work on sound engine, in particular spatial audio if possible | Polish & test Should be mostly frozen at this point | SFX production | Soundtrack |
8 | Character animations | Complete integration of SFX/VFX, UI, networking | Finalize | Polish core art assets and sounds | |
CHECK POINT
| All objects, UI, and animations should be correctly rendered | All basic gameplay elements should be functional and interact correctly with SFX/VFX/UI | Multiplayer should be fully functional (supporting 4 players) and smooth (i.e. no noticeable lag) | All basic art (including models and SFX) should be completed | |
9 | Minimap pings More visual flair with animations, particle effects, etc. | Expand fixed map layout Add multiple maps and/or procedurally generate maps | Continue adding sounds/music Skill/misc animations | ||
10 | Playtesting/debugging |