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Project Defreign by Mind Map: Project Defreign

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

1.2.1.1. UI and Feedback Screens

1.2.2. Functionality

1.2.2.1. Player Initiated Saving

1.2.2.2. Game Initiated Saving

1.2.2.3. Multiple Save Slots/Load Screens

1.2.2.4. Delete Save Game

1.3. Sound Effects

1.3.1. Assets

1.3.1.1. SFX Assets

1.3.2. Functionality

1.3.2.1. Trigger SFX

1.3.2.2. Create and Easy SFX Implementation tool

1.4. Music

1.4.1. Assets

1.4.1.1. Looping Music Track

1.4.2. Functionality

1.4.2.1. Trigger Music

1.4.2.2. 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

2.1.1.1. NPC Models

2.1.1.2. NPC Animations

2.1.1.3. NPC Voice Acting?

2.1.2. Functionality

2.1.2.1. Dialogue

2.1.2.2. Quest Event Triggers

2.1.2.3. Quest Event Progress Tracking

2.1.2.4. Quest Completion Feedback

2.1.2.5. AI/Movement/Pathfinding

2.1.2.6. NPC Stats?

2.2. Character Dialogue

2.2.1. Assets

2.2.1.1. UI Display for Dialogue

2.2.2. Functionality

2.2.2.1. Dialogue Choices for Player

2.2.2.2. Editor/Implementation System for Dialogue

2.2.2.3. Editor/Implementation System for Triggering Dialogue

2.2.2.4. Specific Outcomes

2.2.2.4.1. Gold Is Given Or Taken

2.2.2.4.2. XP is Given of Taken

2.2.2.4.3. Inventory Item Is Given Or Taken

2.2.2.4.4. 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

3.1.1.1. Environment Models For World

3.1.1.2. Props

3.1.1.3. Visual Effects

3.1.2. Functionality

3.1.2.1. Level Editor

3.1.2.1.1. Placing Enemies

3.1.2.1.2. Placing World Pieces

3.1.2.1.3. Placing Events and Triggers

3.1.2.1.4. Placing Loot

3.1.2.1.5. Placing Hazards

3.1.2.1.6. Placing Collision/ Boundaries

3.1.2.2. Spawning Events

3.1.2.3. Level Loading

3.1.2.4. Doors

3.1.2.5. Locks

3.1.2.6. Level Streaming

3.1.2.7. Locked and Unlocked Regions?

3.2. World Overview Map

3.2.1. Assets

3.2.1.1. World Map

3.2.2. Functionality

3.2.2.1. Movement on World Map

3.2.2.2. Fast Travel

3.2.2.3. Enemy Encounters

3.2.2.4. Locations to Enter

3.3. Game Progression

4. General Player Functionality

4.1. Player Movement

4.1.1. Assets

4.1.1.1. Player Character

4.1.1.1.1. Animations

4.1.1.1.2. Character Model

4.1.1.1.3. Visual Effects

4.1.1.1.4. Audio SFX

4.1.2. Functionality

4.1.2.1. Control are Implemented and Tuneable

4.1.2.1.1. Mouse and Keyboard

4.1.2.1.2. Gamepad Controller

4.1.2.2. Animation Blending

4.1.2.3. Pathfinding/Collisions

4.1.2.4. Camera Placement and Tuning

4.1.2.5. Variables Exposed

4.1.2.5.1. Player Speed

4.1.2.5.2. Stop Radius

4.1.2.5.3. Camera angle

4.1.2.5.4. Camera height

4.2. Combat

4.2.1. Combat

4.2.1.1. Assets

4.2.1.1.1. Enemies

4.2.1.1.2. UI Elements

4.2.1.1.3. Visual Effects

4.2.1.2. Functionality

4.2.1.2.1. Basic Attack

4.2.1.2.2. Enemy AI

4.2.1.2.3. Ability for Player to Switch Weapons

4.2.1.2.4. Energy Mechanic

4.2.1.2.5. Special Abilities

4.2.2. Character Stats

4.2.2.1. Functionality

4.2.2.1.1. Strength

4.2.2.1.2. Constitution

4.2.2.1.3. Dexterity

4.2.2.1.4. Charisma

4.2.2.1.5. Intelligence

4.2.2.1.6. Energy/Fatigue

4.2.2.1.7. Experience Points

4.2.2.1.8. Player Fame

4.2.2.1.9. Gold/Money

4.2.2.1.10. Special Abilities linked to Stats

4.2.3. Character Progression/Level Up

4.2.3.1. Functionality

4.2.3.1.1. Character gains XP points

4.2.3.1.2. Experience Points Linked to Leveling Up

4.2.3.1.3. Each Level Requires More Experience Points to Level Up

4.2.3.1.4. When Leveling Up Stats Points are Obtained

4.2.3.1.5. Player can use Stats Points in order to Upgrade their Stats

4.2.3.1.6. Upgrading Weapons increases Attribute score for that weapon Class

4.2.4. Enemies

4.2.4.1. Enemy have special Attack depending on their Type

4.3. Inventory

4.3.1. Inventory System

4.3.1.1. Weapons

4.3.1.2. Potions

4.3.1.3. Armour

4.3.1.4. Miscellaneous

4.3.2. Pick/Loot Items

4.3.3. Shops

4.3.3.1. Trade Items

4.3.3.2. 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?