Below is the Changelog from yesterdays work:

# Spy-Run Back to Basics  Development Changelog

All notable changes to this project will be documented in this file.

## [As of 5/30/2024]

### Added

-UI
	
	-added tablet (display area for all menus and UI elements) + functionality

		-added tablet application "alfred" (display area for basic player and game stats are displayed) + functionality

			-added "alfred power monitor" (display player's stored power level) + button functionality for generating power

			-added "alfred bitcoin monitor" (display player's store bitcoin level) + button functionality for toggle bitcoin mining

	-added tablet application "ncrypt" (display area for messages are displayed) + functionality


### Changed

-

### Removed

-

## [0.0.2] - 2024-30-05

### Added

-UI
	-ncrypt
		-added pnl_inbox (display area for inboxed messages)
		-added prfb_inbox_message_prefab (object for a single inboxed message)

### Fixed

- 

### Changed

- 	

### Removed

-

## [0.0.3] - 2024-30-05

### Added

-UI
	-ncrypt
		-added pnl_table_off (tablet screen when the table is off)
		-added pnl_ncrypt_popup_message (popup window to diplay body of message when inbox listing is clicked.

### Changed

-UI
	-ncrypt
		-changed pnl_inbox -> pnl_ncrypt_inbox
		-changed prfb_inbox_message_prefab -> prfb_pnl_inbox_listing (message object in the form of a line listing in the inbox)

### Removed

-

## [0.0.0] - 2024-00-00

### Added

- ADDED HERE

### Fixed

- FIXED HERE

### Changed

- CHANGED HERE	

### Removed

- REMOVED HERE

Okay! Good morning! Back at it again for Day 8!

When I woke up this morning I was thinking about the 30-Day Challenge idea. The original thought was to just program at lease once a day for 30-Days. I think that I want to add to that by setting a more specific goals:

1.code/design/develop/test everyday for 30-days starting from 5/23/2024 -> 06/22/2024

2.learn about Game Design Documents by creating and maintaining one:

Spy Run Game Design Document


Game Title: Spy Run

Genre: Incremental / Idle Game

Platform: PC / Mobile

Developer: GNG


Table of Contents

  1. Game Overview
  2. Gameplay Mechanics
  3. Story and Setting
  4. Characters
  5. User Interface (UI) Design
  6. Art and Animation
  7. Sound and Music
  8. Technical Requirements
  9. Marketing and Monetization Strategy
  10. Development Timeline

1. Game Overview

Spy Run is an incremental/idle game where players assume the role of a spy managing resources and missions. The core gameplay revolves around generating power, completing missions, and upgrading equipment. The game features a unique blend of strategy and idle mechanics, allowing players to progress even when they are not actively playing.


2. Gameplay Mechanics

Core Mechanics:

  • Resource Generation:
    • Power: Players generate power by clicking a button with a hand-powered generator icon. Each click accumulates power, which is displayed on the GUI.
    • Other Resources: Additional resources (e.g., Intel, Money) can be unlocked and generated as the game progresses.
  • Missions:
    • Players can send their spy on various missions that consume resources but provide rewards such as upgrades and new abilities.
  • Upgrades:
    • Upgrades can be purchased to increase resource generation efficiency, unlock new abilities, and enhance mission success rates.
  • Email System (Ncrypt):
    • The fictional computer program ‘ncrypt’ allows players to send and receive messages. The system will display messages stored in the player’s inbox, using a GUI similar to an email client.

Controls:

  • Mouse Input:
    • Clicking to generate power and interact with the UI elements.
  • Keyboard Input:
    • Shortcuts to open specific panels or perform actions (e.g., “a” and “n” keys to open panels).

3. Story and Setting

Setting:

  • The game is set in a modern, high-tech world where espionage and covert operations are key to maintaining global balance.

Story:

  • Players take on the role of a spy working for an elite agency. Their mission is to gather resources, complete dangerous missions, and upgrade their capabilities to stay ahead of rival spies and organizations.

4. Characters

Main Character:

  • The Spy: A highly skilled agent with a mysterious background, capable of undertaking various missions and managing resources effectively.

Supporting Characters:

  • The Handler: Provides mission details and guidance through the ncrypt system.
  • The Rival Spy: Occasionally appears as an antagonist, complicating missions and adding challenges.

5. User Interface (UI) Design

Main Screen:

  • Power Meter: Displays the current power level.
  • Resource Panel: Shows the amounts of other resources (e.g., Intel, Money).
  • Mission Button: Allows access to the mission selection screen.
  • Upgrade Button: Opens the upgrade shop.

Ncrypt System:

  • Inbox Panel (pnl_inbox): Displays received messages.
  • Message Prefab (prfb_message): Individual messages with sender, subject, and body text fields.

Tablet Controller:

  • Allows switching between different panels using keyboard shortcuts.

6. Art and Animation

Art Style:

  • Modern and sleek with a high-tech, spy-themed aesthetic.
  • Consistent color scheme to convey a professional and covert atmosphere.

Animations:

  • Smooth transitions between UI panels.
  • Animations for resource generation and mission completion.

7. Sound and Music

Sound Effects:

  • Clicking sounds for generating power.
  • Notification sounds for new messages.
  • Mission success/failure sounds.

Music:

  • Background music with a stealthy, espionage vibe.

8. Technical Requirements

Engine:

  • Unity

Platform:

  • PC and Mobile

Minimum System Requirements:

  • PC: Windows 7 or later, 4GB RAM, 2GHz processor
  • Mobile: Android 5.0/iOS 10 or later, 2GB RAM

9. Marketing and Monetization Strategy

Target Audience:

  • Fans of incremental and idle games.
  • Players interested in espionage and strategy.

Monetization:

  • Free-to-play with optional in-game purchases (e.g., speed boosts, cosmetic upgrades).

Marketing:

  • Social media campaigns.
  • Influencer partnerships.
  • Gameplay trailers and teasers.

10. Development Timeline

Phase 1: Pre-Production (1 month)

  • Finalize game design document.
  • Create initial art assets and prototypes.

Phase 2: Alpha Development (2 months)

  • Develop core gameplay mechanics.
  • Implement resource generation and mission systems.
  • Basic UI setup.

Phase 3: Beta Development (3 months)

  • Expand on UI and UX.
  • Integrate ncrypt email system.
  • Add sound and music.

Phase 4: Testing and Polish (2 months)

  • Conduct playtesting and gather feedback.
  • Optimize performance.
  • Finalize art and animations.

Phase 5: Launch (1 month)

  • Prepare marketing materials.
  • Release the game on selected platforms.
  • Post-launch support and updates.

This game design document provides a comprehensive overview of “Spy Run” and outlines the key elements needed to bring the game to life. If you need further details or adjustments, feel free to ask!