The development plan represents all milestones I need to achieve to consider Underlair a finalized product. I estimate 2 years, considering the current pace at which I'm developing the game, to get most of its core features implemented.
It is possible I will keep updating Underlair beyond its concluded state as there is a sea of possibilities for additional content, including the possibility of providing multiple world maps (continents) for exploration.
The orange text represents the current task being developed.
- Under construction! -
Core:
- Attribute implementation. (40%)
- Class implementation. (20%)
- Blogger's Encyclopedia.
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Foundation for the game's concept. - IO - save game.
- IO - load game.
-
Procedural generation - world map and regions. - Procedural generation - settlements. (60%)
- Procedural generation - quests.
- Procedural generation - underlairs (underground dungeons / caves). (90%)
-
Party creation for single player mode. -
Party randomization. -
Player movement in a grid system. -
A* pathfinding development for a 3D grid world. - NPC - pathfinding integration.
- NPC - personality.
-
Sound - main menu. -
Sound - footsteps across different surfaces. - Sound - character. (10%)
- UI - in game implementation. (20%)
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UI - in game mockup. - UI - in game extra panels.
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UI - main menu. UI - main menu redesign.-
World map deployment into 3D. -
World streaming.
Main Menu:
- Start new game. (90%)
- Continue.
- Settings.
- Host session. (10%)
- Join session. (10%)
- Credits.
Mechanics:
- Camping system (party rest).
- Co-op - advanced setup.
- Combat - melee.
- Combat - ranged.
- Combat - psycrum.
- Crafting - alchemy.
- Crafting - survival.
- Crafting - smiting.
- Crafting - engineering.
- Enchanting.
- House interaction.
- Leveling up system.
- Repairing.
- Weather system.
Content:
- Creatures.
- Items.
- Loot - chests.
- Loot - dead bodies.
- NPCs.
- Player characters.
- Resources - plant harvesting.
- Resources - mining.
- Resources - gemology.
- Settlements. (10%)
- Underlairs - underground exploration sites (80%).
- Underlairs - vaults.
Biomes:
- Badlands - core prefabs.
- Badlands - extra prefabs for variety.
- Badlands - settlements prefabs.
- Dark Forest - core prefabs.
- Dark Forest - extra prefabs for variety.
- Dark Forest - settlements prefabs.
- Desert - core prefabs.
- Desert - extra prefabs for variety.
- Desert - settlements prefabs.
- Forest - core prefabs. (60%)
- Forest - extra prefabs for variety.
- Forest - settlements prefabs. (20%)
- Snow - core prefabs.
- Snow - extra prefabs for variety.
- Snow - settlements prefabs.
- Swamp - core prefabs.
- Swamp - extra prefabs for variety.
- Swamp - settlements prefabs.
These milestones will change and probably get subdivided as they get
development focus.