Over the past week, I've been playing around with small tasks for Glori-trying to figure out a smooth and repeatable process that'll make it easy for me to tackle large pieces of the game . So far, I've realized that blueprinting (Unreal's visual based coding) is more-or-less always going to be the thing that takes me the longest to finish.
All that being said, I think I've come up with a process that'll help me cut away any time killing tendency I have.
The process is as following:
Step 1: Get it on paper.
Getting an idea out with pencil and paper, in either a clearly written paragraph or pseudo code seems to help keep the task I'm going to do in line and create a clear guide for me. It doesn't have to be an extremely detailed document but i should be able to take the words and replace them with unreal nodes easily.
Step 2: Break Down what's needed.
After i have the idea clearly stated in what's happening or what i'm doing with something, making a simple list of everything that needs to be done or made is the next task. These items are then sorted by difficulty (easiest first).
Step 3: Assets
After the list is made, any and all assets will be prioritized first (Again in order of difficulty). This way Photoshop, Maya, and whatever other programs that are not unreal can be done with and turned off. This'll also free up all my remaining time for unreal blueprinting and bug testing.
Step 4: Functionality
Once all the Assets are imported, they are sidelined and all functionality is created. This is when everything shifts to make sure everything works and does what it's suppose to do. Placeholders will take the place of the assets to avoid losing time tweaking things to look perfect.
Step 5: Finishing
After the functionality is complete, NOW I add in the assets and tweak (Who would have guessed?).
Step 6: Bug fixing
As the title says, this last step is all trial and error, making sure there isn't anything wrong.
For the Proof of Tech I'm planning on making a simple transition from the over-world map into the game board mode.
The main character will roam around the over-world map with each step causing the system to run an RNG check. If one of these checks come back positive, a battle will be triggered and the battle board level will be streamed in while the over-world map level will be hidden away. The User's partly will be placed into position while a region