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