Get Started. It's Free
or sign up with your email address
Defreign RPG by Mind Map: Defreign RPG

1. General Game Functionality

1.1. Pause Menu

1.1.1. Volume Controls

1.1.2. Keyboard Customization

1.1.3. Save/Load

1.1.4. Play Testing/Tuning Tools for Beta?

1.2. Saving And Loading

1.2.1. Assets UI and Feedback Screens

1.2.2. Functionality Player Initiated Saving Game Initiated Saving Multiple Save Slots/Load Screens Delete Save Game

1.3. Sound Effects

1.3.1. Assets SFX Assets

1.3.2. Functionality Trigger SFX Create an Easy SFX Implementation tool

1.4. Music

1.4.1. Assets Looping Music Track

1.4.2. Functionality Trigger Music Stop Music

1.5. Steam Integration

1.5.1. Big Picture Mode

1.5.2. Steam Controller Support

1.5.3. Steam Achievements

1.6. Beautification of the Game

1.7. Customisable Keyboard Mapping

2. Character and Story

2.1. NPCs

2.1.1. Assets NPC Models NPC Animations NPC Voice Acting?

2.1.2. Functionality Dialogue Quest Event Triggers Quest Event Progress Tracking Quest Completion Feedback AI/Movement/Pathfinding NPC Stats? NPCs have special lines depending on the level of the player.

2.2. Character Dialogue

2.2.1. Assets UI Display for Dialogue

2.2.2. Functionality Dialogue Choices for Player Editor/Implementation System for Dialogue Editor/Implementation System for Triggering Dialogue Specific Outcomes Gold Is Given Or Taken XP is Given of Taken Inventory Item Is Given Or Taken Quest is Updated

2.3. Quest System

2.3.1. Story Progression

2.3.2. Side-Quests

2.4. Non-Interactive Moments

3. World Creation

3.1. Level Creation

3.1.1. Assets Environment Models For World Props Visual Effects

3.1.2. Functionality Level Editor Placing Enemies Placing World Pieces Placing Events and Triggers Placing Loot Placing Hazards Placing Collision/ Boundaries Spawning Events Level Loading Doors Locks Level Streaming Locked and Unlocked Regions?

3.2. World Overview Map

3.2.1. Assets World Map

3.2.2. Functionality Movement on World Map Fast Travel Enemy Encounters Locations to Enter

3.3. Game Progression

3.3.1. Locked Doors

3.3.2. Bosses Need to Get Cleared

3.3.3. Unlockable Skills Help Travel

4. General Player Functionality

4.1. Player Movement

4.1.1. Assets Player Character Animations Character Model Visual Effects Audio SFX

4.1.2. Functionality Control are Implemented and Tuneable Mouse and Keyboard Gamepad Controller Animation Blending Pathfinding/Collisions Camera Placement and Tuning Variables Exposed Player Speed Stop Radius Camera angle Camera height

4.2. Combat

4.2.1. Combat Assets Enemies UI Elements Visual Effects Functionality Basic Attack Enemy AI Ability for Player to Switch Weapons Energy Mechanic Special Abilities

4.2.2. Character Stats Functionality Strength Constitution Dexterity Charisma Intelligence Energy/Fatigue Experience Points Player Fame Gold/Money Special Abilities Linked to Stats Unlockable Skills

4.2.3. Character Progression/Level Up Functionality Character gains XP points Experience Points Linked to Leveling Up Each Level Requires More Experience Points to Level Up When Leveling Up Stats Points are Obtained Player can use Stats Points in order to Upgrade their Stats Upgrading Weapons increases Attribute score for that weapon Class

4.2.4. Enemies Enemy have special Attack depending on their Type

4.3. Inventory

4.3.1. Inventory System Weapons Potions Armour Miscellaneous

4.3.2. Pick/Loot Items

4.3.3. Shops Trade Items Sell/Buy Items With Gold

4.3.4. Character Description and Image

5. Customization

5.1. Character Selection and Customization

5.1.1. Different Characters

5.1.2. Point Distribution

6. Stretch Features

6.1. Crafting System

6.2. Resource Gathering

6.3. Companion Characters

7. Game Vision

7.1. Tech Stack

7.1.1. How do we Build the Game: Tools, Tech, Process

7.2. Player Experience

7.2.1. Mood, Tone, Feeling of the Game

7.2.2. Key Design Pillars For the Game

7.3. Product Remarkability

7.3.1. Single Point of innovation of the Game

7.3.2. Aspect of the Game which will be Remarkable

7.4. Art Direction

7.4.1. Reference Images from the Internet

7.4.2. Art Concept Doc

7.4.3. ADD Concept Document Created

7.4.4. Target Game Screen

7.5. High-Level Story

7.5.1. Who is the Player?

7.5.2. What is the Player trying to do?

7.5.3. What does the Player Stand for?

7.5.4. What stands against the player?