Demons of Carinia Roadmap
Below is the roadmap for my game: Demons of Carinia. These mechanics needed for this game can be done in any order unless specified otherwise. As a result, I am usually looking into more than one thing at a time. This roadmap will not explain what I have completed yet. I will include Youtube Videos of what I have completed so far.
Current Demons of Carinia Video:
Demons of Carinia Video Diary October 10th
Pause Menu worked on. Pause Menu is demonstrated.
Roadmap explanation:
Below is the roadmap details of the game the Demons of Carinia. The roadmap is divided into three phases of game development: Basic mechanics, Fit and Finish, and The Extra Mile.
The basic mechanic phase are the mechanics required for the game to run. The Fit and Finish phase of the game development focuses on completing the game design. The extra mile phase focuses on customizing the game to a professional degree.
Each phase has separate mechanics that are listed in no specific order from top to bottom. These can be completed at any time. Any mechanics that build into another mechanic are placed on the same row from left to right, with left taking precedence.
In order to advance to the next phase of the game development, a phase must be totally completed.
Current project focus -
A save function that includes the main setup of the game.
The idea: When a new game is selected a save file will be created which starts with the scenario details, followed by the statuses of all the available characters in the game. A player may save anytime unless they are being pursued by a demon.
A Pause Function and window by pressing a button
The idea: Pausing the game causes time to stop so that no characters can move. No sound of the main game will be played. There are a few options that are available in the pause menu that are standard to most other games; changing the volume, controls, etc. Each scenario will have a separate background that's used for the pause menu. Extra mile: If the player is being pursued by a demon then pausing will have said high resolution demon blocking the 'save' function of the pause menu. The demon will look straight towards the player. Exiting the game will cause the demon to attack the player directly, implying the playable character has died.
Code structure for all characters
The idea: Interfaces and inheritance for classes need to be implemented to allow simpler setup of playable characters, npcs, and enemies. This is also needed to allow better and easier story development.