Vault Re-Alignment
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@@ -33,4 +33,7 @@ permalink: gamevault/06-roadmap/milestones
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| **— 2026-06-08 World collision + HUD scaling** | Restore world collision (lost when DR-025 made the world cosmetic) + fix HUD scaling in Play. | ✅ Done 2026-06-08 — subscene `Environment`-layer boundary ring + landmark colliders (`WorldCollisionConfig`; player blocked via the layer matrix; enemy `CollisionWorld.SphereCast`); HUD ConstantPhysicalSize→ScaleWithScreenSize. [[2026-06-08_World_Collision_HUD_Scaling]] |
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| **— 2026-06-08 Inventory · Equipment (Phase 0 + 1)** | Expand combat + harvesting into per-player inventory + equipment slots that grant abilities/effects, built on the existing data-driven spine (ItemDatabase catalog, StatModifier stack, AbilityRef swap). | ✅ Done 2026-06-08 — **Phase 0**: per-player replicated `InventorySlot` buffer + ID-keyed `ItemDatabase` blob catalog + harvest reroute to the personal bag + `G` deposit-to-ledger RPC + read-only HUD panel. **Phase 1**: `EquipmentSlot` (Weapon/Armor/Trinket/Tool), weapon→`AbilityRef.Id` ability swap, gear→`StatModifier` mods (per-slot sentinels), event-driven server `EquipSystem`, click-to-equip HUD. Architecture pre-validated by 5-/4-lens adversarial review; 236/236 EditMode; Play-validated host+client. **Next: Phase 2 tool-gated harvesting** (see [[Backlog]]). [[DR-026_Inventory_Equipment_Progression_Foundation]], [[DR-027_Equipment_Slots_Phase1]] |
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Promote items from [[Backlog]] here when committed.
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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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