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STARSEVER

Phase: 0.3 // Total Completion: 49%

// 3D

SDLGPU Engine Architecture

40%
  • Built the digital window where the game actually lives and claimed it for the graphics card so it can draw on it. 100%
  • Turned on the engine that communicates with the graphics card, so it's ready to receive instructions 100%
  • Defined the shape of what is made, so the instructions make sense to a human 100%
  • Built a system that communicates the shape of what is made to the GPU, so it can be formed quickly 100%
  • Made a prototype by manually typing in themath to build a simple cube and triangle 0%
  • Camera: add math that makes things look smaller when they're farther away and allows the player/viewer to look around the world 0%
  • Determine what is a solid object in the context of the game's engine so it can hide things that are blocked from view 0%
  • Write logic that allows the player/viewer to move, rotate, and scale objects so the NPCs can walk around 0%
  • Change the visual format from colored blocks to wrapped images (textures) at add detail to models 0%
  • Implement importing of 3D model files to reduce the code needed to create models 0%
// PLAYER

Player

36%
  • Female character design 100%
  • Male character design 100%
  • Basic Movement of standard run friction and jump physics 100%
  • Dash 100%
  • Wall jump 0%
  • Wall cling 0%
  • Wall slide 0%
  • Wall jump-off physics 0%
  • Basic attack: low-damage slash hitbox that triggers a Primer application 0%
  • Weapon switching 0%
  • Re-write 2D physics for the 3D environment 0%
// SPIRIT_TETHER

Spirit Tether

83%
  • Active companion entity sepearate physics object 100%
  • Lag physics - lazy follow logic 100%
  • Calculate the distance between the player and the companion for each frame for the tether logic 100%
  • Snap mechanic for the tether that triggers an unsummon state if the distance > max limit 100%
  • Cooldown penality of 5s preventing resummoning or detonation after a tether snap 100%
  • Orbit logic for the companion 0%
// ENEMY_AI_ARCHETYPES

Enemy AI Archtypes

86%
  • The Patroller (Ice/Fire): Walks back and forth, detects ledge edges, turns around. 100%
  • The Hunter (Parasite): Aggressive tracking; runs at the Player and jumps over gaps. 100%
  • The Crawler (Plant/Poison): Stick-to-surface physics (walls/ceilings) and drop-down attacks. 100%
  • The Tank (Crystal): Slow movement; directional shield blocking frontal attacks. 100%
  • The Flyer (Cosmic): Gravity-defying movement; swooping attack patterns. 100%
  • The Turret (Statue): Stationary; rotates to aim at the Player; projectile spawning. 100%
  • Re-write 2D physics for the 3D environment 0%
// PRIMER_STATUS_EFFECT

Primer System

100%
  • Scorch (Fire/Ice weapon): Apply Damage Over Time (DoT) tick. 100%
  • Chill (Fire/Ice weapon): Reduce enemy movement speed by 50%. 100%
  • Overgrowth (Plant weapon): Root enemy (movement velocity = 0). 100%
  • Prism (Crystal weapon): Lower defense variable; enable projectile reflection state. 100%
  • Zero-G (Cosmic weapon): Disable gravity component on enemy. 100%
  • Leech (Parasite weapon): Heal the Player +1 HP on hit. 100%
// SYNERGY_AND_DETONATION

Synergy and Detonation System

30%
  • Combustion (Fire Wep + Fire Wraith): Spawn AOE explosion hitbox. 100%
  • Glacier (Ice Wep + Ice Wraith): Convert Enemy to Static Physics Object (Solid Platform). 100%
  • Melt (Ice Wep + Fire Wraith): Destroy Enemy; Spawn Puddle (removes ground fire hazards). 100%
  • Bloom (Plant Wep + Plant Wraith): Destroy Enemy; Spawn Spore Cloud (AOE Infection zone). 0%
  • Wildfire (Plant Wep + Fire Wraith): Apply Burning state to Rooted enemy (spreads DoT to neighbors). 0%
  • Shatter (Crystal Wep + Phys Wraith): Destroy Enemy; Spawn Shrapnel platforms on nearby walls. 0%
  • Laser (Crystal Wep + Cosmic Wraith): Convert Enemy to Ally Turret state. 0%
  • Meteor (Cosmic Wep + Cosmic Wraith): Apply high downward velocity to floating enemy (Slam damage). 0%
  • Wormhole (Cosmic Wep + Void Wraith): Destroy Enemy; Spawn Portal object (Teleport trigger). 0%
  • Burst (Parasite Wep + Parasite Wraith): High single-target damage; drop HP orb item. 0%
// CAPTURE_SYSTEM

Capture System

0%
  • Wraith State: Trigger a wraith animation when the enemy's HP <= 0 (lasts 3 seconds). 0%
  • Absorption: Detect collision between a dashing Player and Wraith hitbox. 0%
  • Capture Logic: Add Wraith to inventory/party if absorbed. 0%
  • Death Logic: Destroy enemy object if timer expires without absorption. 0%
// WORLD_ENCOUNTERS

World and Encounter Design

0%
  • Distortions: Create visual triggers (particles/sprites) for hidden encounters. 0%
  • Manifestation: Spawn an enemy group when the Player overlaps Distortion. 0%
  • Traversable Platforms: Implement one-way platforms and solid ground. 0%
// WORLD_SYSTEM

World System

0%
  • Capture/Inventory Logic 0%
// CORE_ENGINE

Engine Essentials

0%
  • Input System 0%
  • Time Management 0%
  • Math Library 4x4 Matrices 0%
// USER_INTERFACE

UI & HUD

0%
  • Heads-Up Display (HUD): Player Health, Tether Tension Meter, Dash Stamina. 0%
  • Active Loadout UI: Visual indicator for currently equipped Weapon and Active Monster. 0%
  • Monster Journal/Bestiary: Menu to view captured monster stats and lore. 0%
  • Pause/Settings Menu: Input remapping and audio volume control. 0%
  • Damage Numbers/Feedback: Floating text or screen shake on hit to indicate damage types. 0%
// AUDIO_SYSTEM

Audio Engineering

0%
  • Audio Manager: System to handle background music mixing and SFX pooling. 0%
  • Combat SFX: Slash impacts, Tether Snap sound, Capture 'whoosh', Monster roars. 0%
  • Locomotion SFX: Footsteps (varying by surface), Dash/Jump sound effects. 0%
  • Adaptive Music: Logic to crossfade between 'Exploration' and 'Combat' tracks. 0%
// PERSISTENCE

Data Persistence

0%
  • Serialization: Convert Player stats, Inventory, and Captured Monsters to JSON/Binary. 0%
  • Save/Load System: Logic to write save files to disk and read them on boot. 0%
  • Checkpoint System: 'Bench' or 'Distortion' logic that triggers auto-saves. 0%
// ANIMATION

Animation Logic

0%
  • Player State Machine: Blending between Idle -> Run -> Dash -> Jump -> Wall Slide. 0%
  • Tether Visuals: Inverse Kinematics (IK) or physics rope rendering for the Spirit Tether. 0%
  • Ghost State VFX: Shader or transparency logic for the 'Capture Opportunity' window. 0%
// 3D_PLAYER_MODELS

3D Player Models

0%
  • Female player model 0%
  • Male player model 0%
// 3D_WRAITH_MODELS

3D Wraith Models

0%
  • Wraith model 1 0%
  • Wraith model 2 0%
03 GAMES
02 CORE DEVS
2026 FOUNDED

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