Technical Roadmap
Our technical roadmap consists of the following development stages:
Chain Mutate, Prototype, Q1 2025
1. Cells and Their Movement
1.1. Development of the game board (2D top-down view, vertical layout).
1.2. Implementation of various cell types.
1.3. Testing the movement mechanics of cells based on their type.
2. Chain Reaction
2.1. Designing reaction dependencies based on cell types:
2.1.1. Cell destruction in reactions.
2.1.2. Creation of new cells during reactions.
2.2. Impact of cell distance on reactions.
3. Controls
3.1. Defining the number of moves available to the player.
3.2. Allowing the player to select any cell on the board.
3.3. Implementing cell selection and triggering a chain reaction.
4. Win and Loss Conditions
4.1. Defining victory objectives for each level.
4.2. Rewards for winning: Viruses (in-game currency).
4.3. Loss occurs if the player runs out of moves.
5. Development Tools for Game Designers
5.1. Level editor creation:
5.1.1. Setting cell types and their quantities.
5.1.2. Configuring available moves.
5.2. Implementing a system for adding new levels.
6. Interface
6.1. Level screen:
6.1.1. Game board, cells, animated chain reactions.
6.1.2. Available moves counter.
6.2. Win/Loss screen.
6.3. Main menu:
6.3.1. Level number, settings, currency display.
7. Game Design Document (GDD)
7.1. Description of core mechanics, main gameplay elements, and minimum UI requirements.
8. First Prototype
8.1. Assembly and testing of the first prototype.
8.2. Identifying non-functional features and refining mechanics.
Chain Mutate, Beta Version, Q2 2025
9. Additional Mechanics
9.1. Increasing level complexity:
9.1.1. Introducing obstacles in levels.
9.1.2. Adding new cell types with special properties.
9.1.3. Modifying cell properties during chain reactions.
10. Core Boosters
10.1. Developing multiple booster types available in levels.
11. Virus Tree (First Version)
11.1. Using Viruses to unlock new cell types:
11.1.1. Obstacle cells.
11.1.2. Enhancer cells.
11.1.3. New standard cell types.
11.2. Adding dependencies between chain reactions and unlocked cells.
12. Currency: Mutations
12.1. Introducing the "Mutation" currency used for creating monsters.
13. Monsters
13.1. Creating monsters using Viruses and Mutations.
14. Game Designer Tools
14.1. Level difficulty adjustments.
14.2. Development of the Virus Tree:
14.2.1. Configuring cell properties and creating new cell types.
14.2.2. Setting virus upgrade costs.
14.3. Adding monsters:
14.3.1. Configuring monster costs.
15. Interface
15.1. Main screen:
15.1.1. Panels for Levels, Virus Tree, Monsters, and Store.
15.2. Level screen:
15.2.1. Obstacles, new cells, boosters.
16. GDD Updates
16.1. Describing additional mechanics, gameplay, and level balance.
17. Gameplay and Monetization Balance
17.1. Optimizing balance between game mechanics and monetization.
18. Second Prototype (Beta Version)
18.1. Assembly and testing of the beta version.
18.2. Refining mechanics, identifying and fixing bugs.
18.3. Focus group testing.
Chain Mutate, Release, Q2 2025
19. Monetization
19.1. Developing the in-game store:
19.1.1. Purchasing Mutations.
19.1.2. Special offers (Boosters + Currency).
19.1.3. Buying loot boxes with Monsters.
19.1.4. Trading Monsters.
19.2. Implementing ads:
19.2.1. Level retries.
19.2.2. Receiving boosters for watching ads.
19.3. Events and competitions:
19.3.1. Additional rewards for purchases.
20. Visuals
20.1. Creating monsters and collections.
20.2. Designing store and Virus Tree panels.
20.3. Adding missing visual elements.
21. Monetization Balance
21.1. Refining game balance considering monetization strategies.
22. Game Designer Tools
22.1. Monetization settings.
22.2. Configuring collectible cards.
23. GDD Updates
23.1. Documenting monetization and visuals.
24. Final Build
24.1. Assembly and testing of the final game build.
24.2. Gathering player feedback.
24.3. Refining mechanics, fixing bugs and optimizing performance.
Chain Mutate, Post-Release, Q3 2025
25. New Content Additions
25.1. Expanding the Virus Tree, monsters, and levels.
26. Events
26.1. Introducing themed and seasonal events.
27. Online Mode for Monsters
27.1. Using monsters for collection and trading.
27.2. Allowing monsters to participate in competitions.
Last updated