Wednesday, 28 November 2012

Timeline Revisions

Due to proposal feedback and general progressions in this module, I thought I would update the timeline to be more accurate; Don't worry, it's the same game and everything.

The idea now is to get a working prototype (even if it isn't very game-like) out during, or by the end of the Christmas break. (7-11 Jan) (sort of like a sprint, but just methodically researching/getting stuff done)

This will include:

  • Dynamically spawning hubs (looks 'done', but will probably need quite a bit of work to include different versions and being able to access them from lists during play)
  • Game-state/level system (started, ongoing, but I would say would be classed as done when I have level loading, restarting, and finishing completed)
  • Background (I'm hoping to get this done by the end of the week; will include  background which size is auto set depending on level layout, and scrolling when at the edge of the screen)
  • Clicking, dragging and locking of plugs (eventually I want there to be a wire from the plug, but it's not a priority in order to test the mechanics.)
  • Activation of hubs (basically players using powered plugs to turn on other hubs)

These should be in order in which I plan to do them too (and probably  actually, in order of complexity). The above tasks should allow me to have a prototype and start testing.

I decided to remove menus and optional HUD items such as inventory out of the tasks for now in order to get the core of the game out.

The main part of the game to make it more of a puzzle game however will be implementing coloured inputs and outputs; it should really change it from a "connect a to b" game to a thought invoking task. I know, due to it's complexity I will not be able to get it completely done by the end of the Christmas break but it is on my methodical backlog for when I do finish the above (hopefully earlier than planned).

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