Roadmap
List of the features still not added to the game.
The list will update when game does.
Priority - how soon the feature will be worked on
Depending on the complexity, lower priority can be worked on alongside high priority
Complexity - how difficult it will be to finish the feature
High - from weeks to months to finish
Medium - for a day to couple of weeks to finish
Low - mostly micro adjustments
Map
Priority high
Complexity high
The map will be used from the start to the end of the game, so need to make sure it's the right map system for this game.
Equipment
Priority high
Complexity high
Equipment will augment the gameplay more drastically than regular items. Just like the map it will be used from start to end so need to take extra time to plan and test it properly,
Graphics
Priority low-medium
Complexity medium-high
The bigger priority is to finish the "game" part of the game. For now graphics are static and not final.
Animations will be worked on once majority of content is finished.
Areas & Enemies
Priority medium
Complexity medium-high (per room/enemy)
Once the map and equipment system are finished this will become priority.
HUD & UI
Priority medium
Complexity low-medium
Whether it's temporary bare minimum implementation for testing or a proper graphics interface will depend on how complex it is.
Story
Priority low
Complexity high
The bigger priority is to finish the "game" part of the game. A general outline of the story already exists. So even though the story will be one of the last things developed, content is designed with the story in mind.
Sound & Music
TBD
About the Game
Ghosts are memories brought to life by magic.
After the incident, the old castle was engulfed in wild magic. All of it's pasts now existing at once. Venture trough the danger to stop the source of the magic and find the secrets of the past.
- 2D action platformer
- Complex and interconnected map
- Power up your attacks with 4 different energies
- Combine the energies for more advanced attacks
- Gather items to enhance yourself