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NES Development Log 3: Layout Out Tasks and Timelines

As mentioned at the end of the previous entry, the next step forward is working to recreate the systems that will be essential for creating a JRPG. The question is, what are those systems and what are their dependencies? From doing a little bit of research, here's my starting list. I am sure that I am likely missing some, but we can figure that out as we make progress.


Save System

Exploration/Navigation System

Combat System

Inventory System


Programming:
  • Main Menu

    • New Game

      • Character Creation

    • Load Game

  • Overworld

    • Navigable Map that moves with player

    • Towns

    • Environmental Assets (EG: forests cover player sprite)

    • Terrain impediments (water, walls, etc)

    • Random Encounter

    • Pause Menu

      • Equipment

        • Armour/Weapon Split?

        • Equip/Unequip

      • Items

        • Use

      • Magic?

        • Use

      • Status

      • Layout?

  • Towns

    • Shops

      • Purchase

      • Sell

      • Equip Items

    • Interact with NPCs

      • Dialogue

      • Quests

      • NPC movement

      • Item Obtainment

    • Save Point/Inn

    • Resurrection Building

  • Dungeons

    • Random Encounters

    • Boss

    • Quest progression

  • Combat Screens

    • Players

      • Targeting

      • Action Selection

    • Enemies

      • Targeting

    • EXP Gain

      • Level Up

    • Death


Art:

  • Character Assets

  • Enemy Assets

  • Environment Assets

  • Equipment/Items


Sound:

  • Menu Interactions

  • Combat Interactions

  • Overworld Music

  • Town Music

  • Dungeon Music

  • Battle Music

  • Boss Music


There's a LOT to do, and not much time to do it in. That brings is to timelines and deadlines.


While I plan to keep working on this game until it is entirely completed and is a JRPG worthy of the title and a full gameplay experience, it's unlikely that everything will get completed in time for the submission deadline of August 26th, 2024 for the Master's Final Project. From the date of writing, there are 6 full weeks until completion. So, let's assign some tasks for each week, working off of the dependencies for each task. To help ensure we are making the tools correctly, as mentioned in the previous post, we will be doing this through what I cam calling Project Cornelia: recreating the opening area of Final Fantasy 1. Since it gives us something to compare to, it will allow us to know if our tools are working as we make them.


Week 1: July 14th - 20th

  • Navigable Map

  • Accessible Town/Dungeon Maps

  • Environment Assets Interactions


Week 2: July 21st - 27th

  • NPC Interaction

  • Pause Menu


Week 3: July 28th - August 3rd

  • Shops

  • Resurrection Building

  • Save Point/Inn

    • Save system


Week 4: August 4th - 10th

  • Combat System

    • Targeting/Action Selection

    • EXP

    • Death

  • Random Encounters

  • Boss Encounter


Week 5: August 11th - 17th

  • Start Screen


Week 6: August 18th - 24th

  • Custom Art and Sound Assets



Of course, this schedule is entirely liable to change. I fully expect some things will take longer than expected, and others will get shifted around as I figure various elements out. But this, at least, gives me a rough template to aim for to see if I am on track to complete the project on time.


So, for now I shall wish myself good luck, and see you all on July 19th or 20th for the dev log of the first week of development!


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