Further Tests & Progress

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2026-06-04 11:35:57 -07:00
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@@ -20,6 +20,7 @@ permalink: gamevault/06-roadmap/milestones
| **— 2026-06-03 Visual & controls polish —** | Non-milestone polish layered on M5.5 (no mechanical rework): HDRP→URP art import + reusable converter; a cohesive **Synty** sci-fi colony world (cosmetic SampleScene GameObjects) + **GabrielAguiar** combat VFX; **KBM mouse-cursor aim + gamepad aim** with last-actuation device auto-switch (rides the existing `PlayerInput.Aim` ghost field). | ✅ Done 2026-06-03 — [[DR-010_Art_Import_URP_Conversion_Visual_Upgrade]], [[DR-011_Synty_World_VFX_Integration]], [[DR-012_Aim_Controls_Cursor_Gamepad]] |
| **— 2026-06-03 Pre-M6 cleanup —** | Loose-ends pass before M6: vault roadmap reconcile, Unity-template + orphaned-material removal, rate-limited turning, console/runtime health gate. | ✅ Done 2026-06-03 — [[2026-06-03_Pre_M6_Cleanup]] |
| **M6 — The Aether Cycle (core loop)** | Reframed from "grid build placement" into the first vertical slice of the **core game loop**: Expedition (gather) → Defend (wave) → Build/Charge (spend), persistent base + procedural sorties, escalating toward a goal. Build placement is now Stage 3 of this milestone. | 🚧 In progress 2026-06-03 — **Stages 04 done + runtime-validated** on 6.4.7 (M6 core loop systems complete): **base/expedition split via coordinate-region + `GhostRelevancy`** (player transit despawns/re-grants the other region's ghosts; server==client); a **server phase-director** (Expedition→Defend→Build→Expedition auto-cycle, cycle 1→2, Husk `WaveSystem` only in Defend, escalation 4→6); and **resources + harvest** — a **global CycleDirector ghost** carrying the replicated `CycleState` + a shared resource **ledger** (relevant in every region, unlike the base storage), a procedural **expedition field** (8 resource-node ghosts seeded per cycle, region-scoped), and a tunnel-safe **harvest** sweep depositing into the ledger; client **HUD** shows phase + resource counts. Supersedes DR-008's "split requires streaming" framing. **Stage 3** (generic automation-ready **structure model** + data-driven catalog + grid **build-placement** RPC with co-op-atomic commit + a hitscan **turret** that auto-defends + **ability tiers** via a bounded StatModifier) and **Stage 4 goal meter** are **done + validated** (turret placed/Ore-deducted/replicated; two same-tick requests → one build; turrets killed the wave; ability damage 20→30 bounded; goal increments per cycle). Disk-persistence **writer deferred to post-M7** (M7-additive surface — tick fields + frozen schema — baked now); the structure model is the M7 production-chain foundation. Playable walk-in-gate loop with build/spend, visible in the HUD. — [[DR-014_M6_Build_Structures_Automation_Foundation]] — [[DR-013_M6_Aether_Cycle_Region_Split]], [[2026-06-03_M6_Aether_Cycle_CoreLoop]] |
| **— 2026-06-04 Polish & backlog-clear pass —** | Comprehensive *sequential* polish across hygiene/reconcile, system-level tests, HUD (TMP + replicated wave number), procedural audio + combat juice, ghost-prop reskin + post-processing, new gameplay content, controls/UX, and a validation-harness + operator handoff. Clears the open [[Backlog]]. | 🚧 In progress 2026-06-04 |
| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |
Promote items from [[Backlog]] here when committed.