84 lines
3.4 KiB
YAML
84 lines
3.4 KiB
YAML
# Game Development Plan for {{GAME_NAME}} - A WeChat Mini Game
|
|
|
|
## 1. Introduction
|
|
- **Project Vision:** A concise statement of the game's purpose and what makes it unique on the WeChat platform.
|
|
- **Goals & Objectives:** What we aim to achieve with this game (e.g., user engagement, monetization, brand promotion).
|
|
|
|
## 2. Game Overview
|
|
- **Concept:** High-level description of the game.
|
|
- **Genre:** {{GAME_GENRE}}
|
|
- **Target Audience:** Demographics, interests, and gaming habits of the intended players on WeChat.
|
|
- **Core Gameplay Loop:** The primary actions players will take, described in a cycle (e.g., "Collect coins -> Buy upgrades -> Tackle harder levels -> Earn more coins").
|
|
- **Key Features:** List of major features (e.g., "Real-time multiplayer," "Daily login rewards," "Social sharing of high scores").
|
|
|
|
## 3. Scope & MVP
|
|
- **Minimum Viable Product (MVP):** The absolute essential features needed to launch the game.
|
|
- *Feature 1*
|
|
- *Feature 2*
|
|
- *...*
|
|
- **Post-Launch Features (Roadmap):** Features planned for future updates.
|
|
- *Feature A (e.g., New levels, characters)*
|
|
- *Feature B (e.g., Seasonal events)*
|
|
- *...*
|
|
|
|
## 4. Technical Plan
|
|
- **Engine/Framework:** WeChat Mini Game Development Framework.
|
|
- **Programming Language(s):** JavaScript/TypeScript.
|
|
- **Key WeChat APIs:**
|
|
- `wx.login` for user authentication.
|
|
- `wx.getUserInfo` for player profiles.
|
|
- `wx.request` for server communication.
|
|
- `wx.getStorage`/`wx.setStorage` for local data persistence.
|
|
- `wx.createInnerAudioContext` for sound effects.
|
|
- Open Data Context for friend leaderboards.
|
|
- **Backend Services:**
|
|
- **Authentication:** WeChat's session key management.
|
|
- **Database:** (e.g., Cloud-based NoSQL, traditional SQL).
|
|
- **Server Logic:** (e.g., Node.js with Express, serverless functions).
|
|
- **Art & Audio Asset Pipeline:**
|
|
- **Art Style:** {{ART_STYLE}}.
|
|
- **Tools:** (e.g., Photoshop, Aseprite for pixel art).
|
|
- **Audio:** (e.g., Audacity, FMOD).
|
|
|
|
## 5. Marketing & Launch
|
|
- **Pre-Launch:**
|
|
- Teaser campaigns on social media.
|
|
- Beta testing with a select group of users.
|
|
- **Launch:**
|
|
- Official announcement.
|
|
- Promotion through WeChat Official Accounts.
|
|
- **Post-Launch:**
|
|
- User acquisition campaigns.
|
|
- Community management and engagement.
|
|
|
|
## 6. Monetization (if applicable)
|
|
- **Strategy:** (e.g., In-game ads, in-app purchases, cosmetic items).
|
|
- **Ad Networks:** WeChat's own ad components.
|
|
- **Virtual Goods:** List of items for sale.
|
|
|
|
## 7. Team & Roles
|
|
- **Product Owner:** {{GAME_PO_NAME}}
|
|
- **Scrum Master:** {{GAME_SM_NAME}}
|
|
- **Lead Developer:** {{LEAD_DEV_NAME}}
|
|
- **UX/UI Designer:** {{UX_DESIGNER_NAME}}
|
|
- **QA Tester:** {{QA_TESTER_NAME}}
|
|
|
|
## 8. Timeline & Milestones
|
|
- **Sprint 1 ({{SPRINT_1_DATES}}):** {{SPRINT_1_GOALS}}
|
|
- **Sprint 2 ({{SPRINT_2_DATES}}):** {{SPRINT_2_GOALS}}
|
|
- **...**
|
|
- **Alpha Release:** {{ALPHA_DATE}}
|
|
- **Beta Release:** {{BETA_DATE}}
|
|
- **Official Launch:** {{LAUNCH_DATE}}
|
|
|
|
## 9. Risks & Mitigation
|
|
- **Technical Risks:**
|
|
- *Risk:* Performance issues on older devices.
|
|
- *Mitigation:* Rigorous testing on a wide range of phones; asset optimization.
|
|
- **Market Risks:**
|
|
- *Risk:* Low user adoption.
|
|
- *Mitigation:* Strong pre-launch marketing; A/B testing of game features.
|
|
- **Platform Risks:**
|
|
- *Risk:* Changes in WeChat's platform policies.
|
|
- *Mitigation:* Stay updated with WeChat developer documentation; build a flexible architecture.
|