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Boredom

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baldurk

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Since I haven't got anything to do at work, I've been working on the design for my game. It's about done, but I've got most things ready as it is. If anyone is interested I have it up here. It's a fair read though :P. I've copy-pasted my schedule, which I might put into a fancy header or something like most people have done.


  1. 21/06/2006: Finish up this document, clean it up and organise it better.

  2. 25/06/2006: Implement a menu system with the widget toolkit. Minimum textured windows with alpha and 3D behind, buttons, sliders, checkboxes, optionboxes, number input, labels.

  3. Milestone 1: Bare-bones menu system set up.

  4. 02/07/2006: In a text mode, have agriculture implemented, with the population reacting to it. This means all properties of agriculture, population morale and your status with the population.

  5. Milestone 2: in a text mode, A very simple balance for one of the departments
    End of feature creep: Here ends any feature creep, unless the game is seriously lacking in fun, or something similar.

  6. 09/07/2006: In a text mode, have justice, military and finance implemented, with all suitable interactions with the other departments, the population and you.

  7. 16/07/2006: In a text mode, have trade, education and medicine implemented, with all suitable interactions with the other departments, the population and you.

  8. 23/07/2006: In a text mode, have war, famine, plague and the revolts implemented, with all suitable interactions with the other departments, the population and you.

  9. 30/07/2006: In a text mode, have the press implemented, with all suitable interactions with the other departments, the population and you. The press will have relevant stories for most events that can happen.
  10. Milestone 3: in a text mode, the full game without saving/loading or politics.

  11. 06/08/2006: Implement saving and loading for the current game.

  12. 13/08/2006: Implement a view of parliament, and randomly populate it with ministers.

  13. 20/08/2006: Implement the secret police.

  14. 27/08/2006: Implement elections, with the non-interactive options.

  15. 03/09/2006: Implement elections interactive options, with stub minigames

  16. 10/09/2006: Implement elections interactive options, with minigames

  17. 17/09/2006: Implement other minigames

  18. Milestone 4: Full game, minus graphics, advisor, plot and polish.

  19. 24/09/2006: Implement menus with programmer art for the departments (anything up to milestone 3)

  20. 01/10/2006: Implement menus with programmer art for the rest (anything up to milestone 4)

  21. Milestone 4: Full game with graphics, minus advisor, plot and polish.

  22. 08/10/2006: Implement the basic advancement of the game up to the point of your first election.

  23. 15/10/2006: Implement the advancement of the game up to the point where you are left on your own.

  24. 22/10/2006: Implement context-sensitive help for most of the game.

  25. 29/10/2006: Finish up remaining holes and anything missing.

  26. 5/11/2006: Polish.

  27. 12/11/2006: Polish.

  28. 19/11/2006: Polishing based on feedback/Bug testing on my system.

  29. 26/11/2006: Bug testing on as many systems as I can find.

  30. 29/11/2006: Submit, as close to 24 hours early as GDNet allows.

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What, a 4E5 entry with a planned developmenntschedule?! Surely that's against the spirit of the competition! [grin]

Seriously though, it's not a bad plan, really. In practice I'm not sure if you'll be able to stick to all those weekly milestones, what with the randomness of real life and everything, but you do have a month of polish planned at the end to give you some slack time.

Quote:
20/08/2006: Implement the secret police.

I'll have to keep a wary eye open on the 20th of August [smile].

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Actually given what's involved in some of those targets (not a whole lot), a week is pretty generous for some. But yes, working a real job and real life and all that does tend to get in the way.

Bothersome.

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