a7405c3f38
Bring the living docs up to 2026-06-08 reality (Milestones/Backlog/Home/Systems_Index were stalled at 2026-06-06): add the 6 missing Milestones rows (animation, enemy animation, HUD Synty skin, world redo, world collision, Inventory+Equipment Phase 0/1); declutter Backlog to open-work-only (remove shipped [x] items whose context lives in their DRs/session logs, resolve items completed by later slices, surface Inventory/Equipment Phase 2-4 as next); refresh Home links (DR range -> DR-027, latest sessions); add a Systems_Index Items/Inventory/Equipment section + fix the stale 'StructureType 2-4 reserved for M7' note + a pointer to systems documented only in their DRs. Reconcile DR-026's roadmap (mark Phase 0/1 done; the Phase-1 line now carries the DR-027 event-driven supersession note). Trim Data_Driven_Abilities resolved open-questions + fix cross-links. DRs + session logs (the historical record) untouched apart from that one DR-026 note. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
6.7 KiB
6.7 KiB
tags, updated, permalink
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|---|---|---|---|---|
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2026-06-08 | gamevault/06-roadmap/backlog |
Backlog
Open / candidate work only. Done items live in Milestones + their DR / session log (this file is intentionally
kept to the forward-looking pool — promote an item to Milestones when committed, then drop it here).
Last decluttered 2026-06-08 (removed all shipped [x] items; their context is preserved in the linked records).
NEXT — Inventory · Equipment · Progression (roadmap DR-026_Inventory_Equipment_Progression_Foundation / DR-027_Equipment_Slots_Phase1)
Phases 0 (inventory backbone) + 1 (equipment slots) shipped 2026-06-08. Remaining phases, in order:
- Phase 2 — tool-gated harvesting (NEXT): bake
RequiredToolType/RequiredToolTieronResourceNode/BlightClutter;ResourceHarvestSystemgates + scales yield by the owner's equipped Tool-slot tier (the Tool slot is already reserved + baked). The gear-tier progression loop. "Need a [tool]" HUD cue. - Phase 3 — crafting + per-player persistence: extend the Fabricator to craft items into a player's inventory; equip-tier gates; additive
SaveDatav3 that restores inventory + equipment AND replays equip on load (effects are event-driven, so a buffer restore alone wouldn't re-add the StatModifiers). - Phase 4 — (optional) multi-slot spell loadout: expand the single
AbilityRefinto primary + 2–3 hotkey ability slots (subsumes the old "multi-ability slots" item). Per-slot cooldowns/inputs. - Items/abilities UI pipeline (was the deferred M3 item): icons + descriptions via a managed lookup keyed by
ItemId/AbilityId, off the blob (the HUD inventory/equipment panels show names only today). - Multi-prefab ability variants — partly addressed by Phase 1 (DR-027_Equipment_Slots_Phase1): different weapons already swap the projectile prefab via
AbilityRef.Id+ the catalog. Only multiple cosmetic prefab variants per single ability remain (needsProjectileClassificationSystemgeneralized beyond one shared prefab).
Combat / enemies
- Live interactive fire test (focused Play: press fire → predicted projectile + dummy/Husk HP drop) — the server loop + replication are validated; the input→
AbilityFireSystem→predict-spawn→classify path is only validated structurally. - Ranged Husk (Spitter) — a server-spawned enemy-projectile subsystem for dodge depth (melee-only today).
- Boss / per-wave composition weighting (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
- Server perf under wave load — validate in a real standalone build (in-editor multi-world cost ruled out Burst; single-process ServerWorld+ClientWorld+physics+waves is the likely factor).
- Projectile/pickup visuals — primitive meshes/materials today; optional predicted client-side auto-target if the soft server reconcile feels off.
Automation (M7 follow-ups)
- Throughput visuals (item-on-belt) — server-only machine buffers don't reach clients (they see only
PlacedStructure.Type); add one small replicated byte if live belt visuals are wanted. - Relevancy ceiling —
RegionRelevancySystem's O(structures×connections)/tick scan becomes load-bearing at high conveyor counts; batch it when counts grow. - Recipe depth — multi-input fabricator recipes; fabricator→conveyor output chaining (give the fabricator a
MachineOutput); per-machine distinct meshes (they reuse the Turret mesh as a placeholder).
Frontend / infrastructure
- Operator-run validation — launch the Windows build → menu → Single/Host/Join; a real 2-build LAN Host↔Join; MPPM co-op regression in default-editor mode.
- Controls settings + key rebinding (Input System rebinding UI) — out of the Graphics/Audio settings scope so far.
- Full base-state saves (placed structures done in M7; add threat/storage) —
SaveDatais versioned so this is additive. - Unity Relay for remote (non-LAN) Host/Join — swap the endpoint source feeding
ConnectionConfig(the frontend lifecycle is transport-agnostic). - Dedicated-server build — the
RequestedPlayType==Serverauto-host branch is in but UNTESTED. - Volume-slider theming — sliders render via the default runtime theme; swap to +/- cycle rows if a build shows them unstyled.
Physics / character controller (M5b)
- Multi-client CC interpolation validation — live two-build/thin-client run to confirm remote-peer smoothness (predicted-only
CharacterInterpolationvariant is in; only single-client validated). Pairs with the M4 real-LAN two-build test. - Player-vs-player collision — currently non-physical (
SimulateDynamicBody=false); enable + handle masses if mutual push is wanted. - Gravity / verticality — CC character is gravity-free + planar (no floor collider); add gravity + a ground collider + reconsider
SnapToGroundif terrain is introduced. - CC package version — 1.4.2 declares
entities/physics@1.3.x(resolves via SemVer floor); move to a CC build targeting Entities 6.x when published. - Physics-based hit detection (lag compensation
NetCodePhysicsConfig+PhysicsWorldHistorySingleton; projectiles as physics bodies; hard rotation lock viaPhysicsMass.InverseInertia=0) — only if the swept-segment server check is replaced.
World / visuals
- Base-side cohesion accents — cyan ordered-Aether lights + perimeter relief + tiled base ground (the Blightfield/biomes got the dressing budget; see DR-025_World_Environment_Redo_Natural_Frontier).
- Clearing as a spatial mechanic — cleared cells are juice + scrap only today; make them buildable / reveal hidden nodes (the "functional gating" fork).
- Per-
Variantclutter meshes —BlightClutter.Variantis replicated + round-robined but the prefab is single-mesh (additive, no schema change). - Ghost-prop Synty reskin — Storage / UpgradePickup ghosts still use placeholder meshes.
- Decor LOD → cosmetic-only — cosmetic prop LODs are world GameObjects; keep them off the server tick budget.
- VFX-Graph hit/beam packs + BioHorror corrupted-zone accent set (deferred art); material fidelity (ORM repack / small ShaderGraph + baked reflection probe).
Cleanup (low value, deliberately deferred)
- Optional code-tidy (no behaviour change):
SettingsServicemigrate-then-clamp ordering;ConveyorTransportSystem's 6 parallel snapshot arrays → one struct array;WorldFeedbackSystem.TintForResourceif-chain → lookup;PlayerInputGatherSystemdevice-active dedup. 2026-06-06_Cleanup_Alignment.