Map Updates

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2026-06-04 21:49:03 -07:00
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tags:
- roadmap
- backlog
updated: 2026-06-03
updated: 2026-06-04
permalink: gamevault/06-roadmap/backlog
---
@@ -12,6 +12,8 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
> **2026-06-04 Polish & backlog-clear pass** ([[2026-06-04_Polish_Backlog_Pass]], [[DR-016_Stage_G_Combat_Gameplay]]) — delivered + validated (EditMode 86→127): hygiene/reconcile; **+system tests for every M6 server system**; centralized `Tuning.cs` consts; replicated **wave number** on the HUD; procedural **ambient + combat juice** (camera punch / FOV hit-stop, kill-shot fanfare, respawn shimmer, reticle lock-on tether); **ghost-prop reskin** (Storage/Turret/Node distinct materials) + **SSAO/ACES post verified**; **timed/removable modifiers**, **enemy knockback**, **Husk attack telegraph**; and the **aim-drift fix** (movement-based camera look-ahead). Remaining from the selected Stage-G slice: ranged **Spitter**, **multi-prefab abilities**, + small fold-ins (storage proximity-gate, pickup auto-grant, standalone-debug RPC). Then Stages H (controls/UI) + I (multi-client harness + operator live runs).
> **2026-06-04 World-space cohesion pass** ([[2026-06-04_World_Space_Cohesion_Pass]], [[DR-018_World_Space_Cohesion_Pass]]) — delivered + validated (EditMode 127→**142**): **destructible "clearing"** (`BlightClutter` ghost smashed by the **unified** harvest sweep → Biomass scrap + smash juice, scattered/cleared with the expedition field); **build out the base** (additive `Wall`=5 / `Pylon`=6 buildables — Wall blocks the player, V/N keys); and a first **visual cohesion layer** (Aether cyan/orange material pair, the 3 new ghosts recoloured, the barren +1000 Blightfield turned into a 21-piece Synty rock/debris basin + orange wild-lights — relief via props, **no terrain**). In-editor Play introspected via execute_code; a 4-lens adversarial review (23→4) caught + fixed an immortal-shot-sink (fractional `ScrapPerHit` truncation). Base-side cohesion accents + clearing-as-gating deferred (see the 2026-06-04 follow-ups below).
- [x] Upgrade Unity 6.4 → 6.6 — done (now `6000.6.0a6`). Entities/Collections/Graphics → 6.5.0; **Netcode → 6.6.0 and Physics → 6.5.0 also renumbered into the editor line** (not independent 1.x as [[DR-001_Netcode_Test_Harness]] assumed). See [[2026-05-30_M1_Player_Slice]].
- [x] Define the core gameplay loop and the first predicted player ghost — delivered as M1 ([[2026-05-30_M1_Player_Slice]]).
- [x] **Re-validate the M1 play-tick on a stable Unity 6.x** — moot/subsumed 2026-06-04: M1M6 are all runtime-validated on the stable **6.4.7** line (the 6.6 alpha netcode bug never affected 6.4.7). The original "blocked on 6.6 alpha" framing ([[DR-002_Unity66_Alpha_Netcode_Transport]]) no longer applies.
@@ -35,7 +37,7 @@ Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when com
- [ ] **M5 follow-up — shared-storage disk persistence** (host-only): runtime structures don't exist until M6, so nothing to save yet; add a thin per-record serialization slice (replayed through M6's placement path) after M6. `BaseAnchor`/`StorageEntry` are already flat/serialization-friendly.
- [ ] **M5 follow-up — storage interaction polish**: proximity gate the deposit/withdraw (the container carries `HitRadius`); real item/UI model beyond the fixed test item; multi-writer ordering beyond first-come server apply.
- [ ] **M5 follow-up — multi-client shared storage**: validate two clients see identical shared-storage buffer state (pairs with the deferred M5b multi-client interpolation + M4 two-build tests).
- [ ] **M5 follow-up — home-base visuals**: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6.
- [ ] **M5 follow-up — home-base visuals**: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6. **Partly addressed 2026-06-04** ([[DR-018_World_Space_Cohesion_Pass]]): the +1000 Blightfield got a real rock/debris basin + wild-lights and the buildable Wall/Pylon read in-palette; the **base-side** cohesion accents (cyan lights / perimeter relief / tiled ground) remain open.
- [ ] ~~**M5 follow-up — same-tick movement**~~ — moot after M5b (the CC character runs in the predicted fixed-step group; M5's `PlayerMoveSystem` is deleted). See [[DR-007_M5b_Character_Controller_Package]].
- [ ] **M5b follow-up — multi-client CC interpolation validation**: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test.
- [ ] **M5b follow-up — player-vs-player collision**: currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted.
@@ -68,7 +70,17 @@ Surfaced by the art/Synty/aim sessions ([[DR-010_Art_Import_URP_Conversion_Visua
- [ ] **DR-011 follow-up — character models / DOTS skeletal animation**: player + Husks remain primitives; swap for real rigged models when the character pack lands.
- [ ] **DR-011 follow-up — VFX-Graph hit/beam packs**: the GabrielAguiar VFX-Graph subset needs separate URP setup if wanted (Shuriken packs already wired).
- [ ] **DR-011 follow-up — ghost-prop Synty reskin**: Storage/UpgradePickup ghosts still use BefourStudios meshes; reskin to Synty-style or simple emissive.
- [ ] **DR-011 follow-up — mixed-theme danger zones**: BioHorror/Synty corrupted-zone art for high-threat areas (deferred from the scope gate).
- [ ] **DR-011 follow-up — mixed-theme danger zones**: BioHorror/Synty corrupted-zone art for high-threat areas (deferred from the scope gate). **Partly addressed 2026-06-04**: the Blightfield now reads orange-wild via **all-Synty recolour** (rock/debris basin + wild-lights + orange clutter/nodes) per the [[DR-018_World_Space_Cohesion_Pass]] art fork; the **BioHorror** organic-corruption accent set is still deferred.
- [ ] **DR-012 follow-up — auto-target tuning**: priority/feel refinement; optional controller soft-target reticle snap (V Rising/Diablo-style).
- [ ] **DR-012 follow-up — rebindable controls + multi-ability slots**.
- [ ] **Pre-M6 cleanup follow-up — higher material fidelity**: ORM channels don't map uniformly to URP; a per-channel repack or small ORM ShaderGraph + baked reflection probe would deepen the look.
- [ ] **Pre-M6 cleanup follow-up — higher material fidelity**: ORM channels don't map uniformly to URP; a per-channel repack or small ORM ShaderGraph + baked reflection probe would deepen the look.
## 2026-06-04 World-space cohesion follow-ups
Surfaced by [[DR-018_World_Space_Cohesion_Pass]] (the balanced-slice scope deliberately left these for later).
- [ ] **Base-side cohesion accents**: cyan ordered-Aether lights + perimeter relief + re-enabled tiled base ground (deferred this pass to avoid clashing with the tuned SSAO/ACES look — the Blightfield got the dressing budget).
- [ ] **Clearing as a spatial mechanic**: shipped as juice + scrap only; make cleared cells buildable / reveal hidden nodes (the "functional gating" fork from the intake gate).
- [ ] **Build-palette HUD + ghost-preview**: dedicated V/N keys for now; a selectable palette + placement preview is the UX follow-up.
- [ ] **Per-`Variant` clutter meshes**: `BlightClutter.Variant` is replicated + round-robined but the prefab is single-mesh; swap per-variant meshes (additive, no schema change).
- [x] **Focused-editor validation** (2026-06-04): confirmed in Play — Wall **stops the player CC at the collider face** (X 2.50→3.257, server==client); Blightfield **reads orange-wild rock basin** vs cyan base (real player-view shots); **clutter-clear loop** deposits Biomass + shatters + replicates (BIO 0→10, clutter 14→13); node harvest works (AETHER 0→30). Console clean. **Still open:** deep basin density/lighting **feel-tuning**.