189 lines
5.7 KiB
Markdown
189 lines
5.7 KiB
Markdown
# 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 (4–6 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 (6–8 weeks)
|
||
|
||
_Add Depth & Polish_
|
||
|
||
**Goal:** 2–3 complete treatment sessions, 4–5 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:** 20–30 minute playthrough. Feels like a _game_, not a tech demo.
|
||
|
||
## Phase 3: Dark Humor & Absurdity (4–6 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 (2–3 weeks)
|
||
|
||
_Make It Shippable_
|
||
|
||
**Goal:** Stability, performance, accessibility.
|
||
|
||
### Deliverables
|
||
|
||
- [ ] **Cross-platform testing**
|
||
- Windows: test on 2–3 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 (1–2 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 (6–12 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: ~16–19 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.
|