2026-02-22_three-week-plan

I’d like another list. This time it should be about the high-level tasks that lead me to the proposed Brotato3D clone.

Basically I need a high-level todo list that details what the goal is for the end of the day or a given task (ie definition of done) which includes details of what should happen with each individual step. These task goals should include both programming and design aspects, like camera setup, asset import and prep, or design itself (should it be a or b?) etc.

For a start, this might be day 1: goal: player moves across screen, followed by topdown camera (cinemachine)

and then day 2: goal: enemies appear and move towards player, enemies die on contact with player

day 3: goal: shoot enemies (dead) with projectiles

and so forth …

it would suffice to map this out for the first 3 weeks: core loop, and wave spawn


Name Mashups: Bro3D Brothreeto Brorito / Brorrito Sistato / Sweet Sistato Girtato Soritato


Brotato3D Development Schedule - Weeks 1-3

Decisions:

Week 1: Core Movement & Combat Loop

Day 1: Player Movement & Camera Goal: Player moves across screen, followed by top-down camera (Cinemachine)

Day 2: Enemy Spawning & AI Goal: Enemies appear and move towards player, enemies die on contact with player

Day 3: Weapon & Projectile System Goal: Shoot enemies (dead) with projectiles

Day 4: Health System & UI Goal: Player health visible, death triggers game over

Day 5: Audio & Polish Goal: Add audio feedback for actions


Week 2: XP, Weapons, Polish

Day 6: XP & Level Up Goal: Killing enemies drops XP gems, collecting levels you up

Day 7: Multiple Weapons Goal: Player fires 2-3 weapons simultaneously at different angles

Day 8: Enemy Variety Goal: 2-3 enemy types with different stats

Day 9: Stats & Upgrades (System) Goal: Player stats (speed, damage, fire rate) can be modified (preset based on character, no ingame interruption)

Day 10: Object Pooling (move up/down depending on performance) Goal: Replace Instantiate/Destroy with pooling to prevent lag spikes


Week 3: Wave System & Core Loop Polish

Day 11: Wave Timer & Progression Goal: Waves with countdown timer, difficulty increases each wave

Day 12: Sectored Spawn System Goal: Enemies spawn in clusters across map sectors, not randomly scattered

Day 13: Spawn Markers & Anticipation Goal: Show spawn markers 2 seconds before enemies appear

Day 14: Enemy Cap & Performance Goal: Max 100 active enemies, excess enemies queue or don’t spawn

Day 15: Victory Condition & Loop Goal: Survive 10 waves = victory, show win screen, restart option


Week 3 Summary - Definition of Done

By end of Week 3, you should have:

Core Loop:

Wave System:

Progression:

Polish:

Technical:

Remaining for Weeks 4-5:

This gets you to a fully playable vertical slice by Week 3 end, ready for internal playtesting and friend’s feedback.

Target Date: April 6th, 2026 (6 weeks from now)