21 lines
1.2 KiB
Markdown
21 lines
1.2 KiB
Markdown
---
|
||
tags:
|
||
- roadmap
|
||
- milestones
|
||
updated: 2026-05-29
|
||
permalink: 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_Transport]] — [[2026-05-30_M1_Player_Slice]] |
|
||
| **M2 — Combat** | Directional ability fire + deterministic soft auto-target; server-authoritative damage/health | ⬜ |
|
||
| **M3 — Co-op** | 2–4 players; client-hosted listen-server over Unity Relay | ⬜ |
|
||
| **M4 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | ⬜ |
|
||
| **M5 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ |
|
||
| **M6 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |
|
||
|
||
Promote items from [[Backlog]] here when committed. |