1. Color Key
    1. Not Started
    2. Concept
    3. Development
    4. Refinement
    5. Complete
  2. Core Structure
    1. Database
      1. Data System - For handling serializable data type.
      2. Asset System - For handling Unity3D Objects and content.
    2. Data
      1. Object Structure - How all of the data relates to each other and the game.
      2. Serialization - Save, load, import, export functionality.
      3. Asset Bundles - All game data is loaded from asset bundles, implements dlc functionality.
    3. Game Manager
      1. Game Initialization - How the game loads and sets up all the content and data ready to be accessed.
      2. Persistent Management - Handles data and game logic continuously throughout the game while running.
      3. Top Level Access - The game will be able to reference or obtain any relevant data or content through the game manager.
  3. User Interface
    1. UI Manager
      1. UI Initialization - How the game loads and sets up UI content.
      2. UI Functionality - How the game displays and manages the user interface at all points while the game is running.
      3. Intermediate Access - UI data can obtain any other data dependant on mode (Menu, Stage).
    2. Menu UI - All UI that does not display within a stage.
    3. Stage UI - All UI that does display within a stage.
  4. Map & Modes
    1. Map
      1. Creation - How the game creates maps and implements them into the scene.
      2. Management - How the game organizes maps and their data.
    2. Modes
      1. Build System - Allows the player to place walls, windows and doors.
      2. Prop System - Allows the player to place and manage props.
      3. Paint System - Allows the player to paint floors, walls and props.
    3. Stage Manager
      1. Stage Initialization - How the game loads and sets up game stages (Scenes).
      2. Stage Management - Handles logic and content while a stage is active.
      3. Intermediate Access - Stage data can obtain any other data from the stage through this manager, this manager will have access to the game manager.
  5. Recipe System
    1. Recipes
      1. Recipe Types - Recipes are broken down into five types (starter, main, desert, side, drink).
      2. Statistics - Functionality to track quality and rating.
    2. Ingredients
      1. Ingredient Types - Ingredients are broken down into five types (Vegetable, Fruit, Meat, Grain, Dairy).
      2. Statistics - Functionality to track quality and rating.
    3. Specializations - Controls and handles specialization tags allowing for increased productivity in certain aspects of cooking, pastry, national or ingredient type for instance.
  6. Restaurant
    1. Administration
      1. Finance - Controls and stores how money is handled in the stage including functionality for accounting.
      2. Food - Controls and stores how all food related data is handled in the stage (Menu & Recipes).
      3. Staff - Controls and stores the staff members on the stage including staff managment functionality.
    2. Progression
      1. Status - Controls and stores all information regarding restaurant status, reputation, awards etc.
      2. Suppliers - Controls and handles how suppliers are implemented and used.
      3. Message System - Controls and handles all messages sent to the player regarding events and actions.
  7. NPC & Logic
    1. Toons
      1. Staff - Npc's to work in the players restaurant, will be divided into two types (Waiting, Kitchen).
      2. Customer - Npc's that will visit the players restaurant, will be controlled by a group mechanic.
      3. Generation - How Npc's are created including random generation.
      4. Statistics - This includes all staff and customer state, needs and skills.
      5. Traits - This includes all personality traits.
    2. Logic System
      1. Logic Center - Handles and organizes all logic functionality.
      2. Action System - Enables npc's to perform actions like sitting down or cooking.
      3. Event System - Enables periodic events to happen using the time system.
      4. Time system - How the game progresses time, methods will look at this system with anything relating to time.
      5. Waiting - Functionality pertaining front of house service, waiting on tables, manning bars etc.
      6. Kitchen - Functionality pertaining kitchen service, processing orders, cooking food etc.
  8. Audio
    1. Audio Types
      1. BGM
      2. SFX
      3. Ambient
    2. Audio Manager
      1. Audio Initialization - How the game loads and sets up audio.
      2. Audio Management - Handles all audio in game and determines when and where it should be played.
    3. Music Player
      1. Widget - Music player UI widget present within a stage that enables the player to skip and pause game music.
      2. Import - Functionality to import custom playlists from online or local storage.