Docs: adopt End-of-Month slice as Decision-Gate answer + SL-1..7 plan (DR-035)
Reconcile the roadmap to the just-committed End_Of_Month_Game_Jam_Slice
("Awakening Engine Last Stand"). 9-agent grounded code audit: 13/14 slice
systems already shipped; END-2 (final siege + latching win) is the one
blocker. Decision Gate answered early as ship-the-minimum.
- DR-035 (new): adopt the slice; END-2 charge cadence LOCKED siege-survived-only
- Backlog: NEXT reframed to the slice + SL-1..SL-7 milestones (END-2 = SL-3, critical path)
- Milestones: close ledger gap (MC-1 PASS / MC-4 / base-mining / EB-1 / EB-2 / END-1) + slice row
- Path_to_Fun: top pointer (stays long-term north-star; Path B untouched)
- Slice doc: Status & Navigation cross-links
CLAUDE.md intentionally unchanged (no budget headroom; conventions doc, uncontradicted).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -2,7 +2,7 @@
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tags:
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- roadmap
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- milestones
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updated: 2026-06-08
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updated: 2026-06-13
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permalink: gamevault/06-roadmap/milestones
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---
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@@ -36,4 +36,10 @@ permalink: gamevault/06-roadmap/milestones
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| **— 2026-06-08 Direction: Combat-first + Path to Fun —** | Strategic pivot — combat is the PRIMARY braided verb (base + automation braid around it, not co-equal); **depth-before-breadth** + per-milestone fun-gates; inventory/equipment Phases 2–4 + automation breadth PAUSED; new **combat-depth track** designed then **refined same day** into a committed **Path A** (MC-0/1/4 · EB-1/2 · END-1/2 = a shippable game-with-a-point) + a provisional **Path B** with a mandatory **Decision Gate** between them (9-agent design + 3-critic refinement workflows). | 🧭 Direction set 2026-06-08 — [[DR-028_Combat_Primary_Verb_Depth_First]] · [[Path_to_Fun]] |
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| **— 2026-06-09 MC-0 + MC-1: dash + Charger duel (code)** | Path A's first combat slice: dev-telemetry instrumentation (MC-0) + the i-frame dash vs the committed, whiff-punishable Charger (MC-1) — spec'd by the mandatory pre-code review ([[2026-06-09_MC1_Build_Spec]]). | 🟡 **Code-complete 2026-06-09 — FUN-GATE PENDING** (gate 3 of 3). `DamageEvent.SourceTick` half-open negation · predicted `DashSystem` (sharpness-override blink, no processor edit) · Charger `LungeState` commit/whiff/stagger branch · `EnemyChargerMuscle` ghost in the wave pool · all four DevTelemetry counters live to the client overlay · dash juice + i-frame hit-suppression. 259/259 EditMode; netcode Play sessions clean (live negation, lunge, telemetry pipe verified); post-build 29-agent adversarial review → 2 confirmed findings fixed in-session (rollback lower-bound on the dash override; drain-order pin). Operator: feel pass + bench + friend read. [[2026-06-09_MC1_Implementation]] |
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Promote items from [[Backlog]] here when committed. **The forward plan now lives in [[Path_to_Fun]].**
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| **— 2026-06-10 MC-1 fun-gate PASS + MC-4 combo melee (primary verb)** | MC-1's dash+Charger duel passed its operator fun-gate (*"it's fun, the dash feels fine"*) → kill-switch CLEARED. MC-4 then built melee as a combo-chain = the PRIMARY verb (ranged demoted): predicted-replicated combo `Step` (path-dependent → replicate + absolute-write), server-only cleave, finisher scaling, 9 live `TuningConfig` knobs; the MC-6 archetype byte deferred. | ✅ Done 2026-06-10 — 294/294 EditMode + Play-validated; MC-0 live-tuning (`TuningConfig`/DebugOverlay) shipped same track. [[DR-030_MC4_Combo_Melee_Primary_Verb]] · [[2026-06-10_MC0_TuningConfig_LiveTuning]] · [[2026-06-10_MC4_Combo_Melee]] |
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| **— 2026-06-11 Base-mining cohesion + camera feel** | Pull the core loop base-local: `BaseFieldSpawnSystem` tops up `RegionTag.Base` Ore around `PlotCenter` (distinct spawner singleton), scheduled base sieges need no expedition trip; expedition now dormant/hidden per-connection. ARPG camera look-ahead + zoom feel pass. | ✅ Done 2026-06-11 — [[DR-031_Base_Mining_Loop_Cohesion]] · [[2026-06-11_Base_Mining_Cohesive_Loop]] · [[2026-06-11_Camera_Feel_LookAhead_Zoom]] |
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| **— 2026-06-11 EB-1 — machines can die (structure loss-state)** | Structures bake `Health`(`[GhostField]`)+`DamageEvent`+`Destructible`; `HealthApplyDamageSystem` destroys at 0 (occupancy auto-frees); `EnemyAISystem` fortress-targets weighted-nearest players+structures; loss VFX via `StructureFeedbackSystem`. SaveData v3 per-structure HP. | ✅ Done 2026-06-11 — [[DR-032_EB1_Machines_Can_Die]] · [[2026-06-11_EB1_Machines_Can_Die]] |
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| **— 2026-06-12 EB-2 felt spend + END-1 losable Core** | **EB-2:** turret ammo = shared `Charge` (`ResourceId` 4) on the existing ledger; `TurretFireSystem` soft-fail spend; ledger-fed `Fabricator` mints Ore→Charge live-in-loop. **END-1:** `CoreIntegrity{[GhostField] Current,Max; uint OverrunTick}` on the CycleDirector; `CoreDamageSystem`/`CoreRestoreSystem`; soft-loss edge in `CyclePhaseSystem` (transient overrun flash, NO latching win yet); Core = `EnemyAISystem` fallback target. SaveData **v4**. | ✅ Done 2026-06-12 — 330/330 EditMode. [[DR-033_EB2_Felt_Spend_Charge_Economy]] · [[2026-06-12_EB2_Felt_Spend]] · [[DR-034_END1_Losable_Core]] · [[2026-06-12_END1_Losable_Core]] |
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| **— 2026-06-13 End-of-Month Game Jam Slice (ACTIVE TARGET)** | Answer the Path A Decision Gate early as **ship the minimum**: "Awakening Engine Last Stand" — a compact ARPG / base-defense demo, 5–8 min win-or-lose in **one arena**, June 30. Code audit (9-agent): **13/14 slice systems shipped**; **END-2** (final siege + latching win) is the one blocker. Single-arena scope-down + visual cohesion + loop tuning + packaging. Full milestone breakdown (SL-1…SL-7) in [[Backlog#NEXT — Awakening Engine Last Stand (End-of-Month Slice) ★]]. | 🧭 **Direction set 2026-06-13** — [[End_Of_Month_Game_Jam_Slice]] · [[DR-035_End_Of_Month_Slice_Adoption]] |
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Promote items from [[Backlog]] here when committed. **The active target is the [[End_Of_Month_Game_Jam_Slice]]** (Path A spine ~done; END-2 the one blocker — see [[Backlog]]); the long-term plan remains [[Path_to_Fun]], answered at its [[Path_to_Fun#The Decision Gate (MANDATORY STOP after END-2)|Decision Gate]] *after* the slice ships. [[DR-035_End_Of_Month_Slice_Adoption]]
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