So im struggling to find a good way to track changes and feature implementations to my project. The way I do things is in my design document I have a list of variables that I want the programmer to implement in the game, that way I can change things myself and customize/tweak things to my liking without having to have them do it, it looks like this:
This is taken from my design document
VEHICLE ENUMERATION [ol]
[li]VehicleName[String] - [Implemented, Working][/li][li]VehicleID[String] - [Implemented, Working] - The ID is just a hardcoded name for something whose name will change in game by the player.[/li][li]VehicleType[Dropdown - Automobile, Seacraft, Locomotive, Aircraft] - [Implemented, Working][/li][li]VehicleIsSiteVehicle[Checkbox] - If checked, vehicle can be bought from the vehicle market but can only be used in buildings and cannot deliver cargo to other cities.[/li][li]MaximumAmountAllowedToOwn[Int] - The maximum amount of this vehicle the player can own. A value of 0 means there is no limit. This will mainly apply to special vehicles where only a few exist in the world.[/li][li]VehicleCallSign[String] - [New] - This is a callsign for the vehicle, it has to be unique, the player cannot, for example have 2 vehicles with a callsign of A42-363, or whatever they want it to be. - Added 2/9/2020[/li][li]Cost[Float][/li][li]VehicleSellValueReductionAmount[Float][/li][li]**ReduceVehicleSellValueAfterDistance[Float] **[/li][li]HasInfiniteRange[Checkbox][/li][li]HasInfiniteFuelCapacity[Checkbox][/li][li]VehicleDescription[String][/li][li]VehicleImageSide[Texture] - The side view may be removed if travel screens never come back.[/li][li]VehicleImageTop[Texture][/li][li]VehicleTopViewSpriteSize[Float][/li][li]VehicleMaintenanceBuilding[Array] - Vehicles must be stationed in a building to repair parts, this array specifies which building(s) this vehicle must be at. [LIST=1][/li][li]BuildingNameOrID[String] - This is probably unnecessary since buildings already have an array of vehicles that are only allowed there.[/li][/ol]
[li]VehicleNecessaryParts[Map] - The absolute minimum parts this vehicle needs to function. [ol][/li][li]Amount[Int][/li][li]PartNameOrID[String][/li][/ol]
[li]ReducePartMarketCostByPercent[Float][/li][li]SlotsUsed[Float] - How many cargo slots this vehicle uses inside of a cargo vehicle big enough to transport it or building/container.[/li][li]CanAppearInMarket[Checkbox][/li][li]VehicleWeight[Float] - [New] - Added 3/17/2020[/li][li]WeightLimit[Float] - [New] - The max amount of weight this vehicle can carry. - Added 3/17/2020[/li][li]VehicleEquipment[Array] - [New] - What equipment this vehicle can have. [ol][/li][li]EquipmentNameOrID[String][/li][li]EquipmentLimit[Int][/li][li]CanUseSelfAsEquipment[Checkbox] - This is mainly for trains. Multiple locomotive engines can be attached together or at different spots in the car link. - Should probably find a better way to implement this.[/li][/ol]
[li]Accidents[Array] - [New] [ol][/li][li]AccidentName[String][/li][li]Accident message[String][/li][li]ReducePartHealthByXAmount[Int][/li][li]ReducePartWearByXAmount[Int][/li][li]AccidentHappenChance[Float] - The chance this can happen while in transit.[/li][/ol]
Now there are like 10 more of these lists in the document and also the mechanics and stuff and im trying to find a way to keep track of whats implemented mechanic wise, but also what in the enumeration list above is implemented and weather or not its reflected in the UI. I dont know if anyone else has this problem or not but its really bothering me, is there some software to track feature implementations or something? I use Trello and HackNPlan but I dont want to enter literally over 300 blueprint items onto those sites boards. idk im tryign to get as organiozed as possible here and im kind of struggling.