the-hollow-king

bytimm lyons

I would like to build a classic first-person perspective dungeon crawler. Please give me the concrete steps, in order, according to best practice: create main story, side quests, character assets, dungeon assets, creatures, user interface, etc.

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Architecture

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Landing: Read the production premise
Production Plan: Read ordered ledger 01-09
Story: 1. Create main story entry
Story: 2. Revise story after save failure
Production Plan: Mark story step complete
Quests: Create side quest
Quests: Define objectives and dependencies
Quests: 1. Define completion flow
Quests: 2. Re-save quest after failure
Production Plan: Mark quest step complete
Characters: Plan character asset
Characters: Organize party and supporting groups
Production Plan: Mark character step complete
Dungeons: Define dungeon layout
Dungeons: Define environmental assets
Dungeons: Define encounter spaces and progression
Production Plan: Mark dungeon step complete
Creatures: Define creature asset
Creatures: Define creature behavior
Production Plan: Mark creature step complete
Interface: Define first-person play interface
Interface: Define combat interface
Interface: Define inventory interface
Interface: Define progression interface
Production Plan: Mark interface step complete
Production Plan: Validate run and close sequence
Production Plan: Show unlinked discipline gap

No completed page designs yet.

Completed design pages will appear here when they are ready to preview.

Landing: Read the production premise
Production Plan: Read ordered ledger 01-09
Story: 1. Create main story entry
Story: 2. Revise story after save failure
Production Plan: Mark story step complete
Quests: Create side quest
Quests: Define objectives and dependencies
Quests: 1. Define completion flow
Quests: 2. Re-save quest after failure
Production Plan: Mark quest step complete
Characters: Plan character asset
Characters: Organize party and supporting groups
Production Plan: Mark character step complete
Dungeons: Define dungeon layout
Dungeons: Define environmental assets
Dungeons: Define encounter spaces and progression
Production Plan: Mark dungeon step complete
Creatures: Define creature asset
Creatures: Define creature behavior
Production Plan: Mark creature step complete
Interface: Define first-person play interface
Interface: Define combat interface
Interface: Define inventory interface
Interface: Define progression interface
Production Plan: Mark interface step complete
Production Plan: Validate run and close sequence
Production Plan: Show unlinked discipline gap