Making plans for Nigel
There are several main parts:
- Mockups
- Exemplars – start with alttp as a basis and work from there
- Make a set of mockup assets to use flr dev and testing
- Speccies
- Adapt for mobile etc.
- 10x of main overworld view
- Which views?
- 10x of crumpy like
- Which views?
- 10x of main overworld view
- Content design
- Maps etc.
- Overworld
- Sections
- Map elements logic etc.
- Intetactives
- Maps etc.
- Graphics
- Determine scale etc
- Determine palette etc.
- Lighting logic
- Map element logic – including scale and set pieces (like kauri)
- Code
- Doing the phaser 3 tutorial
- Look at adding roguey elements
Release schedule
- Somewhat beholden to the tutorial series release schedule now…
Content strategy
Adding and remixing…
Authoring tool
Lock and keys – can be many to many…
Evemts
Text
Game design
where will it be displayed/played? aspect ratio etc.
An Approach to getting something happening
Make a canvas of a starting likely size
Start getting static things on it – at least a basic b.g., ground and player
Make them move
Make them interact
Decisions
How will the player move?
Will they always be centred on screen, or can they move towards the sides?
In pseudocode
I would recommend going through a book or two to familiarise yourself with
Although it is older,
Updates the previous one with a more modern ES6 approach which solves a lot of JS limitations