[Project Week 4] / Gantt chart / Plan B

Task
Start date
End date
Player movement
November [2018]
November [2018]
Character script
November [2018]
November [2018]
Player animation
November [2018]
November [2018]
Health & Mana bar
November [2018]
November [2018]
Player attack
November [2018]
November [2018]
Spell casting
December [2018]
December [2018]
A.I adjustments
December [2018]
December [2018]
Actionbars
December [2018]
December [2018]
Effects
December [2018]
December[2018]
Casting bar
January [2019]
January [2019]
Enemies (killing, health bar ETC.)
January [2019]
January [2019]
World map
January [2019]
January [2019]
Environmental aspects
January [2019]
January [2019]
Tilemap
January [2019]
January [2019]
More enemy stuff
January [2019]
January [2019]
Keybinds
February [2019]
February [2019]
Spells
February [2019]
February [2019]
Inventory
February [2019]
February [2019]
Tooltip
February [2019]
February [2019]
Loot window
February [2019]
February [2019]
Character panel
March [2019]
March [2019]
Visible character gear
March [2019]
March [2019]
NPC (Vendor)
March [2019]
March [2019]
Quests
April [2019]
April [2019]

Image result for 2d rpg game top down

Plan A idea (Top down RPG game)

My main idea is to create a top down RPG game which involves standard RPG mechanics and features such as combat, spell casting, world maps, enemies, quests and much more. Due to the difficulty of creating quests I will likely leave that as a last feature so it may not even feature in my game due to time constraints, but hopefully I will be able to feature it in my game as quests are a main feature of an RPG game. I want my game to look similar to pic related as its art style, so pretty much a modern day top down style of graphics, not too old core and not new core either, sort of in the middle so it will please a larger audience. I have created a gantt chart on how I want the process of creating my video game to go, I tried ordering things in terms of difficulty and when it makes sense to implement it, I also ordered some things in terms of how important of a feature it is in a sense of enjoyment, for example I would like to create some form of combat early on so that in case of time constraints I will atleast have some form of fun you can gain from playing my game. However, the order of the features shown on the gantt chart may not be the order I go with at the end of the day, as I may change my mind on some of the features and end up implementing something completely different, for example I haven't even mentioned anything about saving or a levelling system on the gantt chart which could feature in my game at a later date.

Image result for spyro the dragon gameplay

Plan B idea (3D Platformer):

If my RPG game fails I will probably resort to creating a platforming game. This platforming game would involve jumping from platform to platform to avoid death while at the same time picking up collectables as a side objective. The reason for having this as a Plan B is because platforming games are generally easier to make, so this would be less of a challenge to create as a project that the RPG game would be. I want my game to be similar to something like Spyro in terms of gameplay and graphics, so I would like cartoony graphics and a side objective like collectables similar to what you see in Spyro the Dragon.

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