Reality

Project Plan

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Reality by Mind Map: Reality

1. Timeline

1.1. Schedule

1.2. Budget

1.3. Resources

1.4. Delays

2. Notes

3. Management Related

3.1. Stakeholders

3.1.1. Project Sponsor

3.1.2. Project Manager

3.1.3. Developers

3.1.4. Primary User Group

3.1.5. Supporting Staff

3.2. Project Information

3.2.1. Definition

3.2.2. Items to be Delivered

3.2.3. Extent

3.2.3.1. Included

3.2.3.2. Excluded

3.3. Actions

3.3.1. Define Project Schedule

3.3.1.1. Dependencies

3.3.1.2. Milestones

3.3.2. Limitations

3.3.2.1. Schedule

3.3.2.2. Budget

3.3.3. Define Project Development Measurement

3.3.3.1. KPI's

3.4. Schedule

3.4.1. Project Start

3.4.1.1. Project specifications

3.4.1.2. End User requirements

3.4.1.3. Action points sign-off

3.4.2. Development Stage 1

3.4.2.1. Define actions as necessary

3.4.3. Development Stage 2

3.5. Limitations

3.5.1. Budget

3.5.1.1. Materials

3.5.1.2. Personel

3.5.1.3. Services

3.5.1.4. Duration

3.5.2. Delivery Timeline

3.5.3. Requirements

4. Ideas/Features

4.1. Engine, Components, Gameplay, Spheres

4.1.1. Products

4.1.1.1. Wares

4.1.1.2. Software

4.1.1.3. Work Units/Force

4.1.1.4. Resources

4.1.1.4.1. Energy

4.1.1.4.2. Humans

4.1.1.4.3. Robots

4.1.1.5. Meta Concepts

4.1.1.5.1. 'Wallstreet'

4.1.1.5.2. Politics

4.1.1.5.3. Psychology

4.1.1.5.4. Weather

4.1.2. Environment

4.1.2.1. World

4.1.2.1.1. Structure

4.1.2.1.2. Connections

4.1.2.1.3. Resources

4.1.2.2. AI/Players

4.1.2.2.1. Influence

4.1.2.2.2. 'Professions'

4.1.2.3. Tech

4.1.2.3.1. Primitive

4.1.2.3.2. Modern

4.1.2.3.3. Sci-Fi

4.1.3. Gameplay

4.1.3.1. Modes

4.1.3.1.1. Interacting

4.1.3.1.2. Movement

4.1.3.1.3. Observing

4.1.3.1.4. Building

4.1.3.1.5. Developing

4.1.3.1.6. Focus

4.1.3.2. Controls

4.1.3.2.1. Movement

4.1.3.2.2. Mangament

4.1.3.3. VR

4.1.3.3.1. Play

4.1.3.3.2. Work

4.1.3.3.3. Build

4.1.4. Engine

4.1.4.1. Base

4.1.4.1.1. Connectivity

4.1.4.1.2. X4 AND RTS

4.1.4.2. Multiplayer

4.1.4.2.1. World

4.2. Main

4.2.1. Character

4.2.1.1. Status Window

4.2.1.1.1. Horizons

4.2.1.1.2. Abilities

4.2.1.1.3. Customization

4.2.1.1.4. Relative Position

4.2.1.1.5. Inventory

4.2.1.2. Skills

4.2.1.2.1. Abilities

4.2.1.2.2. Survival

4.2.1.2.3. Intelligence

4.2.1.3. Traits/Tendencies

4.2.1.3.1. Habbits

4.2.1.3.2. Character

4.2.1.3.3. Bugs

4.2.1.3.4. Chance

4.2.1.4. Resources

4.2.1.4.1. According to

4.2.2. Corporation

4.2.3. Force

4.3. Idea(s)

4.3.1. Separate worlds

4.3.1.1. different people cooperating on the same world

4.3.1.1.1. Allowed to be on multiple worlds

4.3.1.1.2. Can't win on your own, can't win with everybody else either.

4.3.2. Portals

4.3.2.1. Need to be activated periodically

4.3.2.1.1. Without activation they go silent/stop working

4.3.2.1.2. same person can activate same portal but with reduced effect each time

5. The Story

5.1. Single Cell

5.2. Living Room

5.2.1. Phone

5.3. Jobless Programmer

5.4. Hacker

5.5. The future

5.5.1. Faction 1

5.5.1.1. the megamind/tech singularity

5.5.1.2. 'Jump Into stuff

5.5.1.2.1. Colony Fighter

5.5.2. Faction 2

5.5.2.1. the animalistic clique

6. Code

6.1. Structure

6.1.1. Blockchain

6.1.1.1. 2 Logs

6.1.1.1.1. For reference

6.1.2. Peers

6.1.2.1. DHT

6.1.2.2. Public Key Cryptography

6.1.2.2.1. Local login

6.2. Classes

6.2.1. dht

6.2.2. db

6.2.2.1. Level DB

6.2.2.1.1. prefix()

6.2.3. net

6.2.3.1. Mesh

6.2.3.1.1. __init__(self, bootstrap=dict(), ip='', port=0, timeout=20)

6.2.3.1.2. main()

6.2.3.1.3. get(sock)

6.2.3.1.4. send(data,addr)

6.2.3.1.5. u_pack()

6.2.3.1.6. _ifflagged()

6.2.3.1.7. _inwaiting(number,host)

6.2.3.1.8. setup()

6.2.3.1.9. to_bucket(uid,host)

6.2.3.2. punch()

6.3. Theory

6.3.1. Security

6.3.1.1. P2P Network

6.3.1.1.1. cloud

6.3.1.1.2. local

6.3.1.1.3. History

6.3.1.2. Public Key

6.3.1.3. Private Key

6.3.2. Connection Priority Lists

6.3.2.1. Sort by Latency

6.3.2.2. Data specific

6.3.2.2.1. Check with 'owner', trusted by owner nodes

6.3.3. Authorities

6.3.3.1. Guilds

6.3.3.2. Hierarchal Structure

6.3.3.2.1. subsequent keys

6.3.3.3. Society/Communities

7. Game

7.1. Contents

7.1.1. Text Rich Menus

7.2. About

7.2.1. Genres

7.2.1.1. Casual

7.2.1.1.1. SPORE

7.2.1.1.2. Game Dev Tycoon

7.2.1.2. Strategy

7.2.1.2.1. Economy

7.2.1.2.2. Endgame:Singularity

7.2.1.3. Sandbox

7.2.1.3.1. Controlling (something)

7.2.1.4. Simulation

7.2.1.4.1. Tycoon style

7.2.1.4.2. Tamabochi Style

7.2.1.5. RPG

7.2.1.5.1. Mabinogi

7.2.1.5.2. X