roadmap - Pidroh/HaxeRPGUtilities GitHub Wiki

ROADMAP

GRI Focus: Turn-based combat where you manage multiple builds instead of just one

  • RETHINK THIS AFTER RELEASE NEW UPDATE SOUND OF ART

  • SWITCH: port GRI to hearthx, localize and add theme song?

    • Brazilian Remix: Generic RPG Idle (remake)
    • maybe the best strategy would be to NOT localize, port to hearthx, port to Switch, and THEN make the game more desirable (half-dragons + potion/crafting + sphere grid + two chara battle system?), localize, create new Steam page, change game name, and port that to Switch TOO. Heck, with all those features you could even kickstarter it lol

If you wanna do a press release for the update: - https://hansfrederikolsen.dk/resume/ next guy for press releases

Quality game with a focus => Good Reviews => Console Release

Current Priority List:

  • after price increase, talk to developer about bundling
  • for full version (tentative)
  • learning experiences
  • localization to chinese / japanese (maybe not)
  • improving Steam page
  • Visibility rounds effectiveness

Minimum Full Version of GRI

  • 3 chapters
  • updated capsule art (to get experience in that)
  • sounds & effects (to get experience and enhance the engine)
  • home.md has further info

simplest minimum schedule

  • August 11 ~ September 11
    • visibility round update with new capsule
    • start working on Monster Card Lifesim steam page
  • October 11 : full version

Instead of Hyper Card Beautiful maybe Hypercard Lofi?

  • instead of focusing on pretty people lol focus on lofi (?)

Instead of next Steam page being monster card life sim, maybe just Monster Card Beautiful (2022/07/26)

Why next Steam page will be Monster Card life sim and not GRI graphics (2022/07/19)

  • I just launched GRI in early access. Not sure if people would be happy that a new steam page for a remake thingy is already up while I'm still finishing up the game. And then, I'm not sure if it even matters in the first place because the game is not getting a whole lot of sales in the first place.
  • GRI didn't do well so spending too much time on it isn't the best idea ever lol
    • if you want to invest in incremental / idle games, you need to have more than combat since that is done to death and not so popular
      • Feartress isn't exactly a best seller either so aiming for that genre and graphics level isn't so good either I think
  • The card game system is already battle proven (ingress / crystal league), can just add my own spin
  • I wanna make a game in present times lol

GRI expanded battle system (2022/07/05)

  • look at designer.md for further details
  • if you can have an advanced battle system with one party member, that puts less strain on assets. You can keep that battle system for persona-like too

TAKE IT EASY, A GOOD DEVELOPER IS A HAPPY DEVELOPER_

2022 Goals: have a game in Steam with over 30 reviews (not-free keys)

2025 Goals: have game on Switch or PS4. Have a game that makes 20000 in revenue.

2027 Goals: Had a kickstarter launched, have games on Switch and Playstation. Launched the first successful Persona-like indie game. Have a game that makes 50000 in revenue.

Keep going with small updates instead of trying to go for a bigger update, because it is easier on you psychologically

PATH 1) EA GRI => GRI => GRI Graphics => Console

PATH 2) EA GRI => GRI => GRI 2 (2d dungeons and party members) => GRI1&2 Graphics => Console

Path 1 allows you to learn more about the business side of things as you try to make GRI a commercial success earlier. It also allows you to distance yourself from GRI if needed (the idea has low commercial potential compared to deck builders or persona-likes) Path 2 allows you to learn more about game design and advance the engine earlier

Launch game on console - plan

  • 1: polished GRI pitch to Nintendo
  • 2: Monster Card Quest pitch to Nintendo
  • 3: Monster Card Lifesim pitch to Nintendo

Launch game on Console kouryaku notes

  • To launch game on console it is better to already have good results on Steam
    • best way to get good results on Steam is to release many times on Steam
  • Good amount of reviews is desirable to show good results on Steam
  • To get a good amount of reviews with GRI / similar games, it is better if the game is long and deep
  • How long and how deep though, is a hard question
  • average play time of reviewers should be longer than Daily Espada (three times higher)
  • number of reviews shuold also be higher than Daily Espada (three times higher)
  • Idle games have been on the Switch but even those are a bit more sophisticated graphically. They also have some action gameplay elements OR are use big IPs