1. Game Vision
1.1. Art Direction
1.1.1. Reference images
1.1.2. Art Concept Doc
1.1.3. ADD Concept Document Created
1.1.4. Target Game Screen
1.2. Player Experience
1.2.1. Key Design Pillars
1.2.2. Mood/Tone/Feeling of the game
1.3. Product Remarkability
1.3.1. Single point of innovation for the game
1.3.1.1. Two weapon 'draw' system
1.3.2. Aspect of the game which will be remarkable
1.4. High Level Story
1.4.1. Who is the Player?
1.4.2. What is the Player trying to do?
1.4.3. What Stands against the Player?
1.5. Tech Stack
1.5.1. Unity
1.5.2. Maya
1.5.3. Substance Painter
2. Player Character Movement
2.1. Assets
2.1.1. Preacher
2.1.1.1. Animation
2.1.1.1.1. Walk/Run
2.1.1.1.2. Melee Attack
2.1.1.1.3. Ranged Attack
2.1.1.1.4. Hit Reaction
2.1.1.1.5. Special Attacks
2.1.1.1.6. Death
2.1.1.2. Character Model
2.1.1.2.1. Model
2.1.1.2.2. Texture
2.1.1.2.3. Rigging
2.1.1.3. Visual Effects
2.1.1.3.1. Attack(s)
2.1.1.3.2. Hit Reaction
2.1.1.3.3. Power up(s)
2.1.1.3.4. Special Attacks
2.1.1.4. Audio
2.1.1.4.1. SFX
2.1.1.4.2. Voice acting?
2.1.2. Eva
2.1.2.1. Animation
2.1.2.1.1. Walk/Run
2.1.2.1.2. Melee Attack
2.1.2.1.3. Ranged Attack
2.1.2.1.4. Hit Reaction
2.1.2.1.5. Special Attacks
2.1.2.1.6. Death
2.1.2.2. Character Model
2.1.2.2.1. Model
2.1.2.2.2. Texture
2.1.2.2.3. Rigging
2.1.2.3. Visual Effects
2.1.2.3.1. Attack(s)
2.1.2.3.2. Hit Reaction
2.1.2.3.3. Power up(s)
2.1.2.3.4. Special Attacks
2.1.2.4. Audio
2.1.2.4.1. SFX
2.1.2.4.2. Voice acting?
2.1.3. Gurr/Murr
2.1.3.1. Animation
2.1.3.1.1. Walk/Run
2.1.3.1.2. Melee Attack
2.1.3.1.3. Ranged Attack
2.1.3.1.4. Hit Reaction
2.1.3.1.5. Special Attacks
2.1.3.1.6. Death
2.1.3.2. Character Model
2.1.3.2.1. Model
2.1.3.2.2. Texture
2.1.3.2.3. Rigging
2.1.3.3. Visual Effects
2.1.3.3.1. Attack(s)
2.1.3.3.2. Hit Reaction
2.1.3.3.3. Power up(s)
2.1.3.3.4. Special Attacks
2.1.3.4. Audio
2.1.3.4.1. SFX
2.1.3.4.2. Voice acting?
2.2. Functionality
2.2.1. Pathfinding/collision
2.2.2. Animation blending
2.2.3. Controls are implemented and tuneable
2.2.3.1. Mouse/Keyboard
2.2.3.1.1. Option 1
2.2.3.1.2. Option 2
2.2.3.2. Gamepad controller
2.2.3.2.1. Left trigger draws ray from player to show direction of bullet (Range & spell)
2.2.3.2.2. Left stick move
2.2.3.2.3. Right stick rotate
2.2.4. Camera placement and turning
2.2.5. Variables exposed
2.2.5.1. Player Movement speed
2.2.5.2. Camera distance
2.2.5.3. Camera angle
3. General Game Functionality
3.1. Pause Menu
3.1.1. Save/Load
3.1.2. Volume Control
3.2. Saving and Loading
3.2.1. Assest
3.2.1.1. UI/Feedback Screen
3.2.2. Functionality
3.2.2.1. Game Initiated Saving
3.2.2.2. Multiple Save Slots/Load screen
3.2.2.3. Delete Save Game
3.2.2.4. Player Initiated Saving
3.3. Sound Effects
3.3.1. Assets
3.3.1.1. Place link here for SFX asset document
3.3.2. Functionality
3.3.2.1. Trigger SFXs
3.3.2.2. Create easy SFX implementation tool
3.4. Music
3.5. Steam Integration
3.6. Beautifaction of Game
4. World Creation
4.1. Level Creation
4.1.1. Main Town
4.1.1.1. Assets
4.1.1.1.1. NPCs
4.1.1.1.2. Environment models
4.1.1.1.3. Props
4.1.1.1.4. Visual effects
4.1.2. Functionality
4.1.2.1. Level Editor
4.1.2.1.1. Placing Enemies
4.1.2.1.2. Placing world pieces
4.1.2.1.3. Placing events and triggers
4.1.2.1.4. Placing loot
4.1.2.1.5. Placing hazards
4.1.2.1.6. Placing collision / boundaries
4.1.2.2. Spawning Events
4.1.2.3. Doors
4.1.2.4. Locks
4.1.2.5. Level Streaming
4.1.2.6. Locked and unlocked regions
4.2. Game Progression
4.3. World Overview Map
4.3.1. Assets
4.3.1.1. World map (2D)
4.3.2. Functionality
4.3.2.1. Movement on world map
4.3.2.2. Fast travel
4.3.2.3. Enemy encounters
4.3.2.4. Locations to enter
5. Character and Story
5.1. NPCs
5.1.1. Assets
5.1.1.1. NPC Models
5.1.1.2. NPC Animations
5.1.1.3. NPC voice acting?
5.1.2. Functionality
5.1.2.1. AI/movement/pathfinding
5.1.2.2. NPC stats?
5.1.2.3. Quest event triggers
5.1.2.4. Quest event progress tracking
5.1.2.5. Quest completion feedback
5.1.2.6. Dialogue
5.2. Character Dialogue
5.2.1. Assets
5.2.1.1. User interface / display for dialogue
5.2.2. Functionality
5.2.2.1. Editor / implementation system for dialogue
5.2.2.2. Editor / implementation system for triggering dialogue
5.2.2.3. Dialogue choices for players
5.2.2.4. Specific outcomes from dialogue
5.2.2.4.1. Inventory item is given or taken
5.2.2.4.2. Gold is given or taken
5.2.2.4.3. XP is given or taken
5.2.2.4.4. Quest is updated
5.3. Non-Interactive moments
5.4. Quest System
5.4.1. Character Dialogue
5.4.1.1. Pop-up System
5.4.2. NPC (Quest Giver)
6. Inventory
6.1. Assets
6.1.1. UI Pop-up menu
6.1.2. Inventory Items
6.1.2.1. Weapons
6.1.2.2. Armor
6.1.2.3. Potions
6.1.2.4. Modifiers
6.2. Functionality
6.2.1. Inventory System
6.2.1.1. Weapons
6.2.1.2. Armor
6.2.1.3. Potions
6.2.1.4. Modifiers
6.2.2. Pickups/Loot items
6.2.2.1. Enemies have a chance to drop items
6.2.3. Store/shop
6.2.3.1. Players can buy/sell items from inventory
7. Stretch Features
7.1. Customization
7.2. Fallout 4 style base building
7.3. Competitive arena
8. Combat
8.1. Combat
8.1.1. Assets
8.1.1.1. UI Assets
8.1.1.1.1. Damage points displayed on screen
8.1.1.1.2. Enemy health displayed on screen
8.1.1.1.3. Player health displayed on screen
8.1.1.1.4. Player Mana / Magic health displayed?
8.1.1.2. Visual effects
8.1.1.2.1. Hit reactions
8.1.1.2.2. Attacks
8.1.1.2.3. Death
8.1.2. Functionality
8.1.2.1. Basic attack
8.1.2.1.1. Player can attack enemies
8.1.2.1.2. Enemy can attack player
8.1.2.1.3. Characters have hit points and can take damage
8.1.2.1.4. Enemies can run at player
8.1.2.2. Attributes and Modifiers
8.1.2.2.1. Damage dealt can be modified by player stats
8.1.2.2.2. Player can buff thier stats
8.1.2.2.3. Damage dealt can be modified by weapon stats
8.1.2.2.4. Damage received can be modified with armor
8.1.2.3. Energy Mechanic
8.1.2.3.1. Power attack/ special attack uses energy
8.1.2.3.2. Refresh rate
8.1.2.4. Special abilities
8.1.2.4.1. Power hit/damage
8.1.2.4.2. Area of effect attack
8.1.2.4.3. Stun/freeze mechanic
8.1.2.4.4. Heal
8.1.2.4.5. Buff Player's attribute (eg. strength)
8.1.2.4.6. Dash attack
8.1.2.4.7. Summon minion
8.1.2.4.8. Shield/invulnerability
8.1.2.4.9. Fast attack
8.1.2.5. Enemy AI
8.1.2.5.1. Move to player
8.1.2.5.2. Attack player
8.1.2.5.3. Heal
8.1.2.5.4. Run away
8.1.2.5.5. Pathfinding
8.1.2.5.6. Special attacks
8.2. Character Stats
8.2.1. Functionality
8.2.1.1. Strength
8.2.1.1.1. Modifies melee damage
8.2.1.2. Constitution
8.2.1.2.1. Modifies Health
8.2.1.3. Dexterity
8.2.1.3.1. Modifies ranged attack
8.2.1.3.2. Modifies dodge
8.2.1.4. Intelligence
8.2.1.4.1. Modifies spell power
8.2.1.5. Charisma
8.2.1.5.1. Modifies Shop prices
8.2.1.5.2. Modifies NPC dialogue Options
8.2.1.6. Health/HPs
8.2.1.6.1. Current Health
8.2.1.6.2. Max Health
8.2.1.7. Energy/Fatigue
8.2.1.7.1. Current Energy
8.2.1.7.2. Max Energy
8.2.1.8. Experience Points
8.2.1.8.1. Current XP
8.2.1.8.2. Current Level
8.2.1.8.3. XP/Level Progression
8.2.1.9. Special abilities linked to stats
8.2.1.9.1. eg. Strength = weapons used, armor worn
8.2.1.10. Gold/ money
8.2.1.10.1. Current amount of gold the character has
8.2.1.11. Player fame
8.2.1.11.1. Modifies NPC reactions
8.3. Character Progression/Leveling up
8.3.1. Functionality
8.3.1.1. Character gains experience points
8.3.1.1.1. Killing enemies
8.3.1.1.2. Completing quests
8.3.1.1.3. Discovering new areas
8.3.1.2. Experience points linked to leveling up
8.3.1.3. Killing a specific enemy provides specific amount of XP to player
8.3.1.4. When leveling up, player can spend points on character attributes
8.3.1.5. Using weapons (inflicting damage on enemies) increases attribute score for that weapon class
8.4. Enemies
8.4.1. Basic Minion
8.4.1.1. Animation
8.4.1.1.1. Walk
8.4.1.1.2. Melee
8.4.1.1.3. Ranged
8.4.1.1.4. Hit reaction
8.4.1.1.5. Special attack
8.4.1.1.6. Death animation
8.4.1.2. Character Model
8.4.1.2.1. Model
8.4.1.2.2. Texture
8.4.1.2.3. Rigging
8.4.1.3. Visual Effects
8.4.1.3.1. Attack(s)
8.4.1.3.2. Hit reaction(s)
8.4.1.3.3. Power up(s)
8.4.1.3.4. Special Attacks
8.4.1.4. Audio
8.4.1.4.1. SFX
8.4.1.4.2. Voice Acting?
8.4.2. Mage
8.4.2.1. Animation
8.4.2.1.1. Walk
8.4.2.1.2. Melee
8.4.2.1.3. Ranged
8.4.2.1.4. Hit reaction
8.4.2.1.5. Special attack
8.4.2.1.6. Death animation
8.4.2.2. Character Model
8.4.2.2.1. Model
8.4.2.2.2. Texture
8.4.2.2.3. Rigging
8.4.2.3. Visual Effects
8.4.2.3.1. Attack(s)
8.4.2.3.2. Hit reaction(s)
8.4.2.3.3. Power up(s)
8.4.2.3.4. Special Attacks
8.4.2.4. Audio
8.4.2.4.1. SFX
8.4.2.4.2. Voice Acting?
9. Design Importance
9.1. Moving + Attacking
9.1.1. Abilities
9.1.1.1. Inventory/Items- Weapons, armor , potions
9.1.1.1.1. Quests/Story