8. Game Development Plan

# 08 - Game Development Plan Before writing a single line of code, the best investment you can make is planning. A game without a plan usually becomes a never-ending project that never ships. This lesson walks you through how to approach building a LunaEngine game from idea to release. --- ## Phase 1: Concept (The Big Idea) Start by answering these questions simply and concisely: | Question | Example Answer | |---|---| | **What is the genre?** | Top-down RPG | | **What is the core gameplay loop?** | Explore dungeon → fight enemies → get loot → repeat | | **What is the player goal?** | Defeat the final boss and escape the dungeon | | **What is the art style?** | Pixel art, 16x16 tiles | | **What is the target scope?** | 1 dungeon, 3 enemy types, 1 boss, 5 items | > **Tip:** The scope question is the most important. A small, polished game is infinitely better than a large, unfinished one. --- ## Phase 2: Architecture (How to Build It) Now you plan how the code will be organized. With LunaEngine, the natural structure is **Scenes** and **Systems**. ### Recommended Scene Structure ``` GameEngine ├── BootScene (loading screen, asset registration) ├── MainMenuScene (play, settings, quit) ├── GameScene (the actual game world) │ ├── Camera │ ├── Player │ ├── EnemyManager │ └── UILayer (HUD: health bar, score) ├── PauseScene (overlay over GameScene) └── GameOverScene ``` ### Asset & Atlas Setup Plan your asset folders and register them in `BootScene`: ```python from lunaengine.core import Scene class BootScene(Scene): def on_enter(self, previous_scene): # Register all assets into the Atlas self.engine.add_texture_to_atlas("player_run", "assets/player_run.png") self.engine.add_texture_to_atlas("tileset", "assets/tileset.png") self.engine.add_audio_to_atlas("bgm", "assets/bgm.ogg") self.engine.add_audio_to_atlas("sfx_hurt", "assets/sfx_hurt.wav") self.engine.add_font_to_atlas("pixel_font", "assets/PixelFont.ttf") # Once loading is done, switch to the main menu self.engine.set_scene("main_menu") ``` --- ## Phase 3: Development Milestones Break the project into milestones. Each milestone should be a **playable version** of the game. **Milestone 0 – Technical Foundation (Day 1-2)** - [ ] Engine initializes - [ ] Scenes are wired up (boot → menu → game) - [ ] Atlas loaded - [ ] Basic player movement works in `GameScene` **Milestone 1 – Core Loop (Week 1)** - [ ] Player can move, attack - [ ] 1 enemy type with basic AI - [ ] Camera follows player **Milestone 2 – Content (Week 2-3)** - [ ] All 3 enemy types - [ ] Loot system - [ ] UI HUD (health bar, inventory) **Milestone 3 – Polish (Week 4)** - [ ] Particle effects for attacks and deaths - [ ] Camera shake on impact - [ ] Sound effects and background music - [ ] Main menu and game over screen **Milestone 4 – Release** - [ ] Playtest and balance - [ ] Package and release --- ## Phase 4: LunaEngine Checklist Before starting to code, use this quick checklist: - [ ] `LunaEngine` configured (title, resolution) - [ ] All Scenes planned and files created - [ ] Asset folder structure decided - [ ] Atlas registration planned (in BootScene) - [ ] `engine.set_scene()` flow mapped out - [ ] Version number in `pyproject.toml` set --- ## Example: Minimal Skeleton This is the minimal skeleton for a well-structured LunaEngine project: ```python from lunaengine.core.engine import LunaEngine from lunaengine.core.scene import Scene class BootScene(Scene): def on_enter(self, prev): # TODO: Register atlas assets here self.engine.set_scene("menu") class MenuScene(Scene): def __init__(self, engine): super().__init__(engine) # TODO: Add buttons class GameScene(Scene): def __init__(self, engine): super().__init__(engine) # TODO: Build the game world def update(self, dt): pass # Game logic engine = LunaEngine(title="My Game", width=1280, height=720) engine.add_scene("boot", BootScene) engine.add_scene("menu", MenuScene) engine.add_scene("game", GameScene) engine.set_scene("boot") engine.run() ``` Planning before coding will save you hours of refactoring later!