Roadmap update

Hello!

I'm updating the roadmap once again with the goal of releasing an alpha demo around December.

To achieve this, I'll need to prioritize and organize the tasks on the roadmap list.

Some tasks previously outlined will be deferred to a future update to focus on the demo's core objectives.

The primary goals of the alpha demo are to test key game systems, showcase the "Magical Girl Azalea" project to a broader audience, and gather feedback from players.

The demo will focus on the following systems:

1.Player character controls.

2.Combat mechanics and feel.

3.Enemy grab system, including its animations and features (2 scenes).

4.Clothing durability system.

The following tasks will be postponed to future updates or changed:

1.Menus and UI: The demo will feature minimalistic menus and UI to save development time. The focus will be on functionality rather than stylization, with improvements planned for later if needed.

2.Lore: The demo will not include lore elements such as a new game start cutscene, storytelling, NPCs, or a dialogue system. While i'm deciding to include minor NPC interactions tied to the plot in the future, extensive text-based storytelling will be minimal.

3.Game Environment, Assets, Backgrounds, and Tilesets: For the demo, I'll use the placeholder assets i created. Since some assets and tilesets are tied to the game's lore, which is still in development, these will be addressed in future updates.

4.Dust VFX for player and enemies: this is a small detail i want to add to characters in game.

a dust animation that will trigger when you land on the ground or jump, the system to make it happen is ready, but since i'm on a battle against time i'll animate the vfx implement it in the future.__

5.Level Design: The demo will feature a very basic level design. However, I plan to introduce hazards in future updates to complement enemies and increase the game's challenge.

6.Capra demon guard and counter actions plans -> These 2 movesets were supposed to prevent the infinite staggering from player attacks, but i'm considering on implementing a poise system for enemies that will only make them stagger when you attack them when the poise bar reaches 0