Add initial project files including .gitignore, LICENSE, README, and documentation

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# Development Roadmap
Chemo-Sim
**Shipping to Steam Early Access Q3 2026**
Timeline assumes 2 devs + heavy AI tool usage. Be realistic about velocity.
## Phase 1: MVP (46 weeks)
_Just Make It Playable_
**Goal:** First-person movement, one chemo treatment, one symptom system, one minigame.
### Deliverables
- [ ] **Core gameplay loop**
- First-person character controller (movement, look around)
- Hospital room scene (basic geometry)
- Sit-down animation, IV insertion sequence
- [ ] **First symptom system: Nausea**
- Screen tilt + color desaturation
- Vomit minigame: hit keys in sequence (like Guitar Hero but gross)
- [ ] **UI skeleton**
- Treatment timer
- Symptom tracker (simple text readout)
- Main menu
- [ ] **Audio placeholder**
- Hospital ambient sound
- UI beeps
- [ ] **Builds for Windows + Linux** (automated via GitHub Actions)
**Success criteria:** You can play start-to-finish in 5 minutes. It's janky. That's fine.
## Phase 2: Core Loop (68 weeks)
_Add Depth & Polish_
**Goal:** 23 complete treatment sessions, 45 symptom systems, minigame variety.
### Deliverables
- [ ] **Multiple symptom systems**
- Nausea ✓ (from Phase 1)
- Hair loss (visual degradation)
- Taste distortion (food looks/sounds wrong)
- Chemo brain (UI glitches, text corruption)
- Fatigue (movement slows)
- [ ] **Expanded minigames**
- Vomit accuracy challenge ✓
- "Eat this food" (taste it wrong)
- Conversation memory test
- Hospital navigation while dizzy
- [ ] **Treatment variety**
- Infusion pump (timed, interactive)
- Different drug regimens (affect symptom severity)
- Radiation room (if you want it)
- [ ] **Progression system**
- Day counter (Week 1 → Week 6+)
- Cumulative effects (symptoms get worse over time)
- [ ] **Audio overhaul**
- Licensed or royalty-free indie soundtrack
- Realistic hospital ambience
- Minigame SFX
- [ ] **Automated testing**
- GUT (Godot Unit Testing) for symptom system interactions
- Prevent regression when multiple symptoms overlap (nausea + chemo brain + fatigue)
- CI runs tests on every push
- [ ] **Art pass**
- Hospital environment refinement
- Character appearance (hair loss progression)
- UI polish
**Success criteria:** 2030 minute playthrough. Feels like a _game_, not a tech demo.
## Phase 3: Dark Humor & Absurdity (46 weeks)
_The Soul of the Game_
**Goal:** Add the comedic/edgy elements that make this _your_ game, not a medical sim.
### Deliverables
- [ ] **Absurd hospital scenarios**
- TV plays surreal content (AI-generated English/gibberish meme-format text)
- NPC dialogue with dark one-liners
- Environmental storytelling (notes from other patients)
- [ ] **Unlockable content**
- Easter eggs (hidden minigames, joke treatments)
- Achievement system (Steam achievements)
- Dark humor unlocks (internal monologues, sarcastic commentary)
- [ ] **Minigame variations**
- "Eat bad food" becomes increasingly absurd
- Conversation minigame gets funnier/sadder
- [ ] **Soundtrack expansion**
- Menu music (ironic, upbeat cancer music)
- Treatment room ambience (hospital + dark humor)
**Success criteria:** Playtester feedback: "I laughed and felt uncomfortable simultaneously."
## Phase 4: Polish & Optimization (23 weeks)
_Make It Shippable_
**Goal:** Stability, performance, accessibility.
### Deliverables
- [ ] **Cross-platform testing**
- Windows: test on 23 configs
- Linux: Ubuntu, Fedora, Arch
- [ ] **Performance optimization**
- Target 60 FPS on mid-range hardware
- Memory profiling
- Load time optimization
- [ ] **Accessibility**
- Colorblind modes
- Subtitle options
- Control remapping
- Difficulty settings (if applicable)
- [ ] **Bug fixes & stability**
- Playtester feedback implementation
- Crash fixing
- Save/load robustness
- [ ] **Steam setup**
- Steamworks account configured
- App ID reserved
- Build depots set up
- Store page content drafted (see STEAM_RELEASE_CHECKLIST.md)
**Success criteria:** No crashes in 1-hour playthroughs. Runs on a 5-year-old laptop.
## Phase 5: Early Access Launch (12 weeks)
_Go Public_
**Goal:** Get it on Steam, gather feedback, iterate.
### Deliverables
- [ ] **Final build verification**
- Download from Steam, play start-to-finish
- Test all platforms
- [ ] **Store page live**
- Screenshots, trailer uploaded
- Description, tags, content warnings finalized
- [ ] **Community channels live**
- Discord server
- Twitter/social presence
- [ ] **Day-1 support plan**
- Hotfix process for critical bugs
- Feedback monitoring
**Success criteria:** Launch day without game-breaking bugs. Early feedback positive.
## Post-Launch (Ongoing)
### Updates (Bi-weekly to monthly)
- [ ] New minigames
- [ ] Additional symptom systems
- [ ] More absurd scenarios
- [ ] Community-requested features
- [ ] Cosmetics (patient gown styles, room decorations)
### Long-term (612 months post-launch)
- [ ] Full release candidate build
- [ ] Content expansion (survivors' stories, alternative treatments)
- [ ] Mod support (if community demands it)
- [ ] Console ports (if budget allows—Switch would be dark comedy gold)
## Total Timeline
**MVP → Full Early Access Launch: ~1619 weeks (~4 months)**
Budget for slippage. You'll hit roadblocks. That's normal. Ship what's fun, not what's perfect.
## Team Velocity Notes
With 2 people + heavy AI tools:
- **Art/Animation:** AI image gen + Godot animation nodes = faster
- **Sound:** AI text-to-speech + royalty-free libraries = minimal cost
- **Code:** AI pair programming (Copilot, Claude) = faster iteration
- **Bottleneck:** Creative decisions and playtesting (can't be automated)
**Protect creative time.** The dark humor is the game. Don't let optimization timelines kill your weird ideas.