Docs: reconcile vault roadmap + indexes to current state

Bring the living docs up to 2026-06-08 reality (Milestones/Backlog/Home/Systems_Index were stalled at 2026-06-06): add the 6 missing Milestones rows (animation, enemy animation, HUD Synty skin, world redo, world collision, Inventory+Equipment Phase 0/1); declutter Backlog to open-work-only (remove shipped [x] items whose context lives in their DRs/session logs, resolve items completed by later slices, surface Inventory/Equipment Phase 2-4 as next); refresh Home links (DR range -> DR-027, latest sessions); add a Systems_Index Items/Inventory/Equipment section + fix the stale 'StructureType 2-4 reserved for M7' note + a pointer to systems documented only in their DRs.

Reconcile DR-026's roadmap (mark Phase 0/1 done; the Phase-1 line now carries the DR-027 event-driven supersession note). Trim Data_Driven_Abilities resolved open-questions + fix cross-links. DRs + session logs (the historical record) untouched apart from that one DR-026 note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-08 11:33:46 -07:00
parent 8ddfdbc6a5
commit a7405c3f38
6 changed files with 75 additions and 105 deletions
@@ -5,7 +5,7 @@ tags:
- data-driven
- m3
status: built
updated: 2026-05-31
updated: 2026-06-08
permalink: gamevault/02-game-design/data-driven-abilities
---
@@ -55,11 +55,9 @@ Move M2's hard-baked values onto the data model: `AbilityStats` + `Projectile`(D
## Open questions (defer to build)
- Modifier replication: ghost buffer of active modifiers vs. replicate a compact upgrade/loadout state and re-derive modifiers locally (less bandwidth).
- Recompute trigger: dirty-on-change vs every-tick (perf vs simplicity).
- How many/which sample abilities; whether to include a basic upgrade source (pickup/level) to exercise modifiers, or stub modifiers via the debug hook.
- UI/icon/description pipeline (managed lookup keyed by id).
- Tag/element taxonomy (kept minimal until needed).
- *Resolved at build (see [[DR-004_M3_DataDriven_Abilities_Modifiers]]): ghost-buffer modifier replication; recompute **every predicted tick** (not dirty-flag — rollback-correctness); sample abilities + a real pickup grant + a debug-injection source all shipped.*
- **Still open** — UI/icon/description pipeline (managed lookup keyed by `ItemId`/`AbilityId`, off the blob); see [[Backlog]].
- **Still open** — Tag/element taxonomy (kept minimal until needed).
## Related
[[DR-003_M2_Combat_Netcode_Architecture]] (the stats this refactors) · [[Systems_Index]] · [[Pillars]] (server-authoritative + deterministic).
[[DR-003_M2_Combat_Netcode_Architecture]] (the stats this refactors) · [[DR-004_M3_DataDriven_Abilities_Modifiers]] (build-time decisions) · [[DR-026_Inventory_Equipment_Progression_Foundation]] + [[DR-027_Equipment_Slots_Phase1]] (the inventory/equipment layer reuses this modifier stack + the `AbilityRef` swap) · [[Systems_Index]] · [[Pillars]] (server-authoritative + deterministic).