3.3 KiB
3.3 KiB
tags, updated, permalink
| tags | updated | permalink | ||
|---|---|---|---|---|
|
2026-06-01 | gamevault/06-roadmap/backlog |
Backlog
Unordered pool of candidate work. Promote to a Milestones when committed.
- Upgrade Unity 6.4 → 6.6 — done (now
6000.6.0a6). Entities/Collections/Graphics → 6.5.0; Netcode → 6.6.0 and Physics → 6.5.0 also renumbered into the editor line (not independent 1.x as DR-001_Netcode_Test_Harness assumed). See 2026-05-30_M1_Player_Slice. - Define the core gameplay loop and the first predicted player ghost — delivered as M1 (2026-05-30_M1_Player_Slice).
- Re-validate the M1 play-tick on a stable Unity 6.x — live runtime blocked on the 6.6 alpha (DR-002_Unity66_Alpha_Netcode_Transport); optionally reproduce with the
networked-cubesample to file a bug. - Replace template
SampleScenewith a dedicated bootstrap scene + gameplay subscene. - Optional template cleanup: remove
com.unity.visualscripting,Assets/TutorialInfo/,Assets/Readme.asset(delete each asset with its.meta). - Decide relay provider before M4 — resolved: Direct IP/LAN now, Unity Relay later (DR-005_M4_Connection_Model_Direct_IP, 2026-06-01_M4_LAN_CoOp_And_Classification_Fix).
- Decide home-base grid 2D vs 3D before M6 (build/placement).
- Decide production replication (predicted vs server-only) before M7 (automation).
- M2 follow-up — restart the editor to clear the corrupted Burst cache, then confirm the console is clean on a warm play (no "not a known Burst entry point"). See 2026-05-31_M2_Combat / DR-003_M2_Combat_Netcode_Architecture.
- M2 follow-up — live interactive fire test (focused Play Mode: press Space / LMB / RT → predicted projectile + dummy HP drop). The server combat loop + replication are validated; the input→
AbilityFireSystem→predicted-spawn→classification path is only validated structurally. - M2 follow-up — mouse-cursor aim for KBM (needs a camera ground-ray rig); currently aim = gamepad right-stick + movement-heading fallback.
- M2 follow-up — player death/respawn (M2 only clamps player HP ≥ 0; dummies despawn on death).
- M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off.
- M3 follow-up — UI/icon/description pipeline for abilities (managed lookup keyed by
AbilityId, off the blob). Deferred from M3 (2026-05-31_M3_Data_Driven_Abilities). - M3 follow-up — timed / removable modifiers (expiry on
NetworkTick,ClearByTypeviaStatModifier.SourceId). M3 modifiers are permanent-once-granted. - M3 follow-up — multi-prefab abilities (a per-ability different projectile ghost) needs
ProjectileClassificationSystemgeneralized beyond the single shared prefab. - M3 follow-up — standalone-server debug modifier path via
IRpcCommand(currentDebugModifierInjectionSystemis in-editor single-process only). - M3 follow-up — rate-limited turning (
PlayerAimSystemstill snaps rotation;EffectiveCharacterStats.TurnRateis wired but unused). - M3 polish — pickup visuals (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).