Add initial project files including .gitignore, LICENSE, README, and documentation
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# Development Roadmap
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Chemo-Sim
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**Shipping to Steam Early Access Q3 2026**
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Timeline assumes 2 devs + heavy AI tool usage. Be realistic about velocity.
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## Phase 1: MVP (4–6 weeks)
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_Just Make It Playable_
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**Goal:** First-person movement, one chemo treatment, one symptom system, one minigame.
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### Deliverables
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- [ ] **Core gameplay loop**
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- First-person character controller (movement, look around)
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- Hospital room scene (basic geometry)
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- Sit-down animation, IV insertion sequence
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- [ ] **First symptom system: Nausea**
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- Screen tilt + color desaturation
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- Vomit minigame: hit keys in sequence (like Guitar Hero but gross)
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- [ ] **UI skeleton**
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- Treatment timer
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- Symptom tracker (simple text readout)
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- Main menu
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- [ ] **Audio placeholder**
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- Hospital ambient sound
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- UI beeps
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- [ ] **Builds for Windows + Linux** (automated via GitHub Actions)
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**Success criteria:** You can play start-to-finish in 5 minutes. It's janky. That's fine.
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## Phase 2: Core Loop (6–8 weeks)
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_Add Depth & Polish_
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**Goal:** 2–3 complete treatment sessions, 4–5 symptom systems, minigame variety.
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### Deliverables
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- [ ] **Multiple symptom systems**
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- Nausea ✓ (from Phase 1)
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- Hair loss (visual degradation)
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- Taste distortion (food looks/sounds wrong)
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- Chemo brain (UI glitches, text corruption)
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- Fatigue (movement slows)
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- [ ] **Expanded minigames**
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- Vomit accuracy challenge ✓
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- "Eat this food" (taste it wrong)
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- Conversation memory test
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- Hospital navigation while dizzy
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- [ ] **Treatment variety**
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- Infusion pump (timed, interactive)
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- Different drug regimens (affect symptom severity)
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- Radiation room (if you want it)
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- [ ] **Progression system**
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- Day counter (Week 1 → Week 6+)
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- Cumulative effects (symptoms get worse over time)
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- [ ] **Audio overhaul**
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- Licensed or royalty-free indie soundtrack
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- Realistic hospital ambience
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- Minigame SFX
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- [ ] **Automated testing**
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- GUT (Godot Unit Testing) for symptom system interactions
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- Prevent regression when multiple symptoms overlap (nausea + chemo brain + fatigue)
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- CI runs tests on every push
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- [ ] **Art pass**
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- Hospital environment refinement
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- Character appearance (hair loss progression)
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- UI polish
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**Success criteria:** 20–30 minute playthrough. Feels like a _game_, not a tech demo.
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## Phase 3: Dark Humor & Absurdity (4–6 weeks)
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_The Soul of the Game_
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**Goal:** Add the comedic/edgy elements that make this _your_ game, not a medical sim.
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### Deliverables
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- [ ] **Absurd hospital scenarios**
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- TV plays surreal content (AI-generated English/gibberish meme-format text)
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- NPC dialogue with dark one-liners
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- Environmental storytelling (notes from other patients)
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- [ ] **Unlockable content**
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- Easter eggs (hidden minigames, joke treatments)
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- Achievement system (Steam achievements)
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- Dark humor unlocks (internal monologues, sarcastic commentary)
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- [ ] **Minigame variations**
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- "Eat bad food" becomes increasingly absurd
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- Conversation minigame gets funnier/sadder
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- [ ] **Soundtrack expansion**
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- Menu music (ironic, upbeat cancer music)
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- Treatment room ambience (hospital + dark humor)
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**Success criteria:** Playtester feedback: "I laughed and felt uncomfortable simultaneously."
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## Phase 4: Polish & Optimization (2–3 weeks)
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_Make It Shippable_
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**Goal:** Stability, performance, accessibility.
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### Deliverables
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- [ ] **Cross-platform testing**
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- Windows: test on 2–3 configs
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- Linux: Ubuntu, Fedora, Arch
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- [ ] **Performance optimization**
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- Target 60 FPS on mid-range hardware
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- Memory profiling
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- Load time optimization
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- [ ] **Accessibility**
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- Colorblind modes
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- Subtitle options
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- Control remapping
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- Difficulty settings (if applicable)
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- [ ] **Bug fixes & stability**
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- Playtester feedback implementation
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- Crash fixing
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- Save/load robustness
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- [ ] **Steam setup**
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- Steamworks account configured
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- App ID reserved
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- Build depots set up
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- Store page content drafted (see STEAM_RELEASE_CHECKLIST.md)
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**Success criteria:** No crashes in 1-hour playthroughs. Runs on a 5-year-old laptop.
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## Phase 5: Early Access Launch (1–2 weeks)
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_Go Public_
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**Goal:** Get it on Steam, gather feedback, iterate.
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### Deliverables
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- [ ] **Final build verification**
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- Download from Steam, play start-to-finish
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- Test all platforms
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- [ ] **Store page live**
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- Screenshots, trailer uploaded
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- Description, tags, content warnings finalized
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- [ ] **Community channels live**
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- Discord server
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- Twitter/social presence
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- [ ] **Day-1 support plan**
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- Hotfix process for critical bugs
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- Feedback monitoring
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**Success criteria:** Launch day without game-breaking bugs. Early feedback positive.
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## Post-Launch (Ongoing)
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### Updates (Bi-weekly to monthly)
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- [ ] New minigames
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- [ ] Additional symptom systems
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- [ ] More absurd scenarios
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- [ ] Community-requested features
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- [ ] Cosmetics (patient gown styles, room decorations)
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### Long-term (6–12 months post-launch)
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- [ ] Full release candidate build
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- [ ] Content expansion (survivors' stories, alternative treatments)
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- [ ] Mod support (if community demands it)
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- [ ] Console ports (if budget allows—Switch would be dark comedy gold)
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## Total Timeline
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**MVP → Full Early Access Launch: ~16–19 weeks (~4 months)**
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Budget for slippage. You'll hit roadblocks. That's normal. Ship what's fun, not what's perfect.
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## Team Velocity Notes
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With 2 people + heavy AI tools:
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- **Art/Animation:** AI image gen + Godot animation nodes = faster
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- **Sound:** AI text-to-speech + royalty-free libraries = minimal cost
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- **Code:** AI pair programming (Copilot, Claude) = faster iteration
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- **Bottleneck:** Creative decisions and playtesting (can't be automated)
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**Protect creative time.** The dark humor is the game. Don't let optimization timelines kill your weird ideas.
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