Devlog 2 Project Planning

Overview

It’s that time for another devlog entry everyone! This time I focused on a couple core aspects of the game. There was a whole lot of problem solving and brainstorming going on this time around and these were my main focus points that I tried to accomplish.

  • How does the player progress
  • How does the player navigate through the game
  • And some more documentation.

I know there is still a ton of work to do, but it’s one small task at a time.

Progression

Attacking

Since I have the some of the core fundamentals working for the game, I needed to look at what progression will look like next. Last week I had just a simple button that you would click to add gold and a way to spend gold on an upgrade making the amount per click a higher value.

This has changed. Instead of just adding gold to the players gold amount, they will “attack” an enemy dealing damage per click, and when the enemy has fallen it will then drop gold for the player.

Player Debt

I looked at various clicker type games and majority of them seem to be “endless” games with no clear goal in mind. So for my clicker game I have decided to give the player a clear goal and a actual end to the game. The main goal for the player is to pay off the players debt by completing jobs, adventures, and other possible ways of making gold (which I will go into more detail another time).

These new changes will tie into to the story I am writing and other features I will be adding. I hope that it will make my game a little bit more interactive for the player instead of just clicking a button endlessly.

Player Navigation

I started looking at how I want the player to navigate through the game. So I have set up a simple “HUB” scene that will take the player to every part of the game that they will need to go to. This is going to be a town scene with some buildings and objects that will be intractable. For instance, one building is for the Merchant scene that will sell stuff to the player.

Documentation

I spent a good amount of time cleaning up my documentation, adding in some more details and creating a few story boards and flowcharts. I started thinking a lot more into why am I adding this feature, what is the goal of that specific feature and what does the feature do in the game. I am having fun working on the documentation for each of these mechanics and systems that will hopefully make it into the game.

Tasks

The process in how I manage my own tasks in ClickUp is very simple. I follow these steps in this order.

  • DECIDING = Tasks that still requires consideration if it will make it in the game.
  • PLANNING = Tasks that will be included in the game, but still needs more planning.
  • TODO = Tasks that are planned to be worked on, but not currently worked on.
  • IN PROGRESS = Tasks that are actively being worked on.
  • TESTING = Tasks that are completed but will need to be tested.
  • COMPLETED = Tasks that are implemented and tested.

I am currently working on multiple tasks which are a few core features and some scenes. These listed must be complete first before I can move on to the next tasks since these are needed to work to play the game.

Future Additions

I pretty much completed the last future additions that I talked about in my previous devlog post, minus the experience system. I put that on the back burner for a little bit since I started looking at the game and its features as a whole.

Some things I plan to work on next are

  • Auto attack the enemy
  • The Town scene setup
    • The town will act as a HUB for the player
  • Experience system (from previous devlog)
  • Main menu scene

Conclusion

This week was a huge step up in progress as it helped me get a better idea on my game as a whole. It is becoming more clear on what my vision is for the game and I am excited to continue working on it. Thanks for reading once again and I appreciate everyone sticking around for another devlop post! Until next time.

1 Like

Great read. I love the idea of the goal for the player, you can do so many things with this and it’s the perfect way to engage the player through a story/adventure.

Meanwhile your organization continues to impress. Between your devlogs and @WorldStudios devlogs I am becoming inspired to ditch my current system of crumpled scraps of paper.

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Hey there @Lucky-j,

Thanks for coming back for another devlog entry! I appreciate it a lot!

I am glad you think this is a good idea, cause I was trying to think of something that’s different for this type of game than the never ending clicker and number goes higher gameplay. Granted I will have the latter of those two.

Thank you so much for pointing out my organization. I take pride in it and I have a lot of fun doing it. It’s almost like a game of its own!

Also I’m glad your being inspired :smiley: