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Project-M/Docs/Vault/06_Roadmap/Milestones.md
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roadmap
milestones
2026-05-29 gamevault/06-roadmap/milestones

Milestones

Milestone Goal Status
M0 — Foundation DOTS + Netcode stack, asmdef split, bootstrap, smoke test green Done 2026-05-29 — 2026-05-29_Project_Setup
M1 — Player slice Server-spawned owner-predicted player; twin-stick WASD + directional aim Done 2026-05-31 — runtime-validated on Unity 6.4.7 (connect→spawn→owner-predicted ghost→replication; EditMode 3/3). The 6.6 failure was environment-specific, see DR-002_Unity66_Alpha_Netcode_Transport2026-05-30_M1_Player_Slice
M2 — Combat Directional ability fire + deterministic soft auto-target; server-authoritative damage/health Done 2026-05-31 — runtime-validated on 6.4.7: input→fire→predicted projectileswept hit→server damage→Health [GhostField] replicated server→client; movement + fire confirmed live; EditMode 22/22. Predicted-projectile + server auto-target + non-Burst classifier — DR-003_M2_Combat_Netcode_Architecture, 2026-05-31_M2_Combat. (Projectile ghost-map errors appear only under server tick-batching from running two editors at once — close the reference editor for clean netcode.)
M3 — Data-driven abilities & modifiers Ability and character stats authored in ScriptableObjects, baked to DOTS blob assets; runtime flat + % modifier stacks (upgrades/buffs) → effective stats, server-authoritative + prediction-correct. Pattern slice: refactor the current projectile ability + 12 sample abilities onto the data model. Done 2026-05-31 — runtime-validated on 6.4.7: blob DB baked into both worlds; data-driven base + replicated StatModifier ghost buffer → identical effective stats on server & owner-predicted client (held under tick-batching); data-only ability swap; real pickup grant; EditMode 38/38. Blob DB + replicated modifier buffer + every-tick effective recompute — DR-004_M3_DataDriven_Abilities_Modifiers, 2026-05-31_M3_Data_Driven_Abilities.
M4 — Co-op 24 players; client-hosted listen-server over Unity Relay
M5 — Home base + physics Persistent base subscene streaming + Unity Physics in the predicted loop
M6 — Build/placement Server-authoritative grid build placement via RPC
M7 — Automation Self-running tick-based production chains (deterministic offline catch-up)

Promote items from Backlog here when committed.