Welcome to the home of Spaceschuter McGavin and all other entertainment that is delightfully cared for.

Spaceschuter McGavin Roadmap

Spaceschuter McGavin
Spaceschuter McGavin

Developing games takes a long time. Developing them with a tiny team takes even longer! In effort to best communicate our plan, we decided a product Roadmap would be an exciting way to welcome Spaceschuter when she arrives!


Work completion status

We’ve divided up the resources into Major & Minor systems as well as cited needed assets

Major Systems


Back-End

Admin Application

65.0%
  • Application to manage all of Spaceschuter McGavin!
  • Configuration and settings

Login System

65.0%
  • Android logins are in place and operational
  • iOS is outstanding

User System

95.0%
  • Users are operational
  • Needs unit tests

Tournament System

99.0%
  • Tournaments are operational, but is being razed by refactoring
  • Unit Tests need to be updated

Username System

95.0%
  • Creating Usernames operational
  • Changing Usernames nearing operational status

Notification System

50.0%
  • Notifications are hosted in app, but there is no “device” (iOS, Android) notifications yet.
  • Needs “new message” flag on inbox, cleared when inbox is viewed.

Item System

99.0%
  • Items are categorized, typed, and subtyped across generations and seasons.
  • Still working out how they’re uploaded to the server

Marketplace System

95.0%
  • Marketplace functionality still being built

Front-End

Login System

65.0%
  • Android logins are in place and operational
  • iOS is outstanding

User System

100.0%

Tournament System

99.0%

Reward System

97.0%
  • Needs to handle AdRewards token sub-system

Notification System

45.0%
  • Notifications are hosted in app, but there is no “device” (iOS, Android) notifications yet.

Level Loader System

95.0%
  • Operational except for a bug that corrupts the payload

Main Menu

70.0%
  • Needs UserChallenge and Marketplace screens developed

Item System

95.0%
  • Currently being refactored for new Item structure

Marketplace System

10.0%
  • In development

Boss Systems

60.0%
  • Mini-bosses ready for Beta
  • “Real Bosses” still in design (4 in total)

ECS Animation System

25.0%
  • Facing a platform bug that’s crashing Unity

Animated Movie System

5.0%
  • Still in design

Powerup System

75.0%
  • Missiles Powerup needs development
  • PsionicSpeed Powerup needs development

Minor Systems


Back-End

Tournament Scheduler

95.0%
  • minor bug: not l showing all recently ended tournaments
  • needs additional tournaments added to schedule

Rewards Scheduler

85.0%
  • Complete, but in refactoring for marketplace changes

Friend System

100.0%

User Challenges System

100.0%

Bonus Ad Rewards

95.0%
  • Needs to redeem AdToken for rewards

Emoji System

5.0%
  • Still designing

Avatar System

25.0%
  • Still designing

Descriptor & Title System

45.0%

Front-End

Friend System

90.0%
  • Aesthetics needs to be updated

User Challenges System

5.0%
  • Still designing

Bonus Ad Rewards

85.0%
  • In Development

Emoji System

5.0%
  • Still designing

Avatar System

5.0%
  • Still designing

Descriptor & Title System

80.0%

Assets


Avatars

3.0%

Emojis

0.0%

Titles

5.0%

Descriptors

5.0%

Animations

7.0%

Timeline


Februrary 2022

An orange shaped cube is born!

Say hello to the first “boss” of Spaceschuter McGavin!

Hot on the heels of the initial prototype, Delightful-Games was founded to usher in our first self-produced title, Spaceschuter McGavin!

March 2022 – July 2022

Alpha testing for Spaceschuter McGavin

A select group of associates helped test our initial prototype to get some feedback on the title before heading to Beta

August 2022

Beta launch fail

Due to technical limitations of Unity, the game’s performance tanked on older mobile devices. As a result we had to delay the closed Beta and wait for an upcoming feature (Unity DOTS + ECS) to be production ready before we could proceed any further.

September 2022 – November 2022

Burnout #1

Need I say more? Working on a project nights & weekends for over a year has a toll, and after the news that I had to wait for Unity ECS was just a nail in the coffin. Even well-timed burnouts are still a bummer.

December 2022 – May 2023

Spaceschuter McGavin back-end

While waiting on Unity ECS, we began to flesh-out the back-end services needed to support the game. First, was our Transcalent Tournaments, allowing users to place on multiple tournaments in one playthrough. After that, managing user inventories. It was then we started to feel like Spaceschuter was on track to be a success.

May 2023 – June 2023

Waiting on ECS…

Unity announces it’s getting ECS close to production ready, and as of then, we were solely waiting on it.

July 2023 – April 2024

Turbo Makes Games
Turbo Makes Games

Unity ECS is HERE!

With ECS becoming production ready, I teamed up with Johnny Turbo from the TurboMakesGames YouTube channel to dive in the deep end of Data-Oriented-Design (DoD) and pull our title from the grave to a new platform that could handle its performance cost.

April 2024 – June 2024

Prepping for Beta

Running a distributed, closed mobile Beta, needs a lot of prep-work. In fact I’ve learned it needs “MORE” setup than if I were just to publish the app.

July 2024

Closed Beta Testing Launch (2nd attempt)

As per usual, bugs occur (in Unity) and delay launches of software. May none of you ever realize the pain it is to release a mobile app from Unity.

August 2024 – June 2025

3rd time’s a charm…

Instead of trying to rush the Beta out and miss another launch, we decided to develop a richer experience for Beta testers, closer to the actual product before releasing it for testing. It meant a lot of back-end/mobile app development had to happen

July 2025

Official Beta launch of Spaceschuter McGavin

We planned it, we executed the plan, the plan hit snags. Much to the dismay of Beta testers we missed our window and had to delay the Beta once again. 4th time’s a doozy I hear.

August 2025 – November 2025

Spreadsheets!

Not backing down from the failures, we decided to finish our “Product Marketplace” in the game for Beta testers to stock up on powerups and prepare for the eventual production launch of Spaceschuter McGavin. Two thousand+ SKUs don’t scare us!

December 2025 – February 2026

Developing the Marketplace

Of course developing the marketplace data showed how much information we weren’t ready to handle server-side or client-side. So a refactoring we go, ripping up files that had 97-100% test coverage, just so to support the major system. I swear we’re having fun!

March 2026

TENTATIVE – Beta launch

When the marketplace features are under wrap, and the client bugs solved, we will launch into a closed Beta to test the Economy, Game Logic, etc. Feedback from this will determine if anything beyond this point will need to be pushed back.

December 2026

TENTATIVE – Product Launch

Should all our ducks be in a row, we’ll be ready to launch the game to the public (Free of charge)

December 2027

TENTATIVE: Spaceschuter McGavin: 2nd Generation

The overall expectation is improvements to the game alongside a new generation of powerups and spacecraft for users to smash space rocks for even higher scores. We intend to provide new content on a yearly & quarterly basis for the foreseeable future.

January 2028

Sadie the Sea Turtle

By this time we’ll be looking to be putting Spaceschuter into maintenance only cycle + generational content. Meaning it will be time to begin the next product! Sadie the Sea Turtle!

The premise so far is Sadie, an anthropomorphic sea turtle lays her eggs, and has them stolen from her at the start of her adventure. An action-based platformer, Sadie will battle her way through hordes of baddies to save her babies!