| 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_Transport — 2026-05-30_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 projectile→swept 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 were later root-caused to a [ReadOnly]-write in ProjectileClassificationSystem — fixed 2026-06-01, see 2026-06-01_M4_LAN_CoOp_And_Classification_Fix — NOT two-editor tick-batching as first thought.) |
| 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 + 1–2 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 |
2–4 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) |
🚧 In progress 2026-06-01 — LAN slice done + runtime-validated: no-auto-connect ConnectionConfig + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; ConnectionUI for builds; EditMode 45/45. Unity Relay + real two-build LAN join deferred — DR-005_M4_Connection_Model_Direct_IP, 2026-06-01_M4_LAN_CoOp_And_Classification_Fix. |
| M5 — Home base + physics |
Persistent base subscene streaming + Unity Physics in the predicted loop |
🚧 In progress 2026-06-01 — physics-in-prediction slice done + runtime-validated on 6.4.7: player is a velocity-driven dynamic Unity Physics body in the predicted loop (built-in CapsuleCollider+Rigidbody bake; PhysicsVelocity auto-replicated), collides with baked static walls (stops at the surface, no tunnel/climb-over), planar-pinned, server == client with no desync; EditMode 51/51. Base subscene streaming deferred to a later pass — DR-006_M5_Physics_In_Prediction, 2026-06-01_M5_Physics_In_Prediction. M5b (same day): player movement re-founded on the Unity Character Controller package (com.unity.charactercontroller 1.4.2) — kinematic collide-and-slide, owner-predicted, data-driven speed; replaces the dynamic-Rigidbody mover (keeps the DR-006 predicted-physics infra). Runtime-validated (collide-and-slide, planar, server==client, CharacterInterpolation predicted-only); EditMode 47/47 — DR-007_M5b_Character_Controller_Package, 2026-06-01_M5b_Character_Controller. |
| M6 — Build/placement |
Server-authoritative grid build placement via RPC |
⬜ |
| M7 — Automation |
Self-running tick-based production chains (deterministic offline catch-up) |
⬜ |