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tags, updated, permalink
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2026-06-03 | gamevault/06-roadmap/backlog |
Backlog
Unordered pool of candidate work. Promote to a Milestones when committed.
2026-06-04 Polish & backlog-clear pass (2026-06-04_Polish_Backlog_Pass, DR-016_Stage_G_Combat_Gameplay) — delivered + validated (EditMode 86→127): hygiene/reconcile; +system tests for every M6 server system; centralized
Tuning.csconsts; replicated wave number on the HUD; procedural ambient + combat juice (camera punch / FOV hit-stop, kill-shot fanfare, respawn shimmer, reticle lock-on tether); ghost-prop reskin (Storage/Turret/Node distinct materials) + SSAO/ACES post verified; timed/removable modifiers, enemy knockback, Husk attack telegraph; and the aim-drift fix (movement-based camera look-ahead). Remaining from the selected Stage-G slice: ranged Spitter, multi-prefab abilities, + small fold-ins (storage proximity-gate, pickup auto-grant, standalone-debug RPC). Then Stages H (controls/UI) + I (multi-client harness + operator live runs).
- 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 — moot/subsumed 2026-06-04: M1–M6 are all runtime-validated on the stable 6.4.7 line (the 6.6 alpha netcode bug never affected 6.4.7). The original "blocked on 6.6 alpha" framing (DR-002_Unity66_Alpha_Netcode_Transport) no longer applies.
- Replace template
SampleScenewith a dedicated bootstrap scene + gameplay subscene. - Optional template cleanup: remove
com.unity.visualscripting,Assets/TutorialInfo/,Assets/Readme.asset— done 2026-06-03 (pre-M6 cleanup; see the "2026-06-03 Visual & Controls Polish" section below + 2026-06-03_Pre_M6_Cleanup). Duplicate of the now-checked item there. - 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 — resolved 2026-06-02: planar single-level
int2grid, CellSize 1.0, 32×32 plot (full 3D/stacked deferred). Locked inBaseGridMath— DR-008_M5_HomeBase_BaseLayer_Storage. - Decide production replication (predicted vs server-only) before M7 (automation).
- M2 follow-up — Burst cache health — confirmed clean 2026-06-03: warm focused play shows no "not a known Burst entry point" managed-fallback messages + fast (~3s) play-enter. The M2-era corruption is gone. 2026-06-03_Pre_M6_Cleanup (orig 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 — done 2026-06-03: client-side camera ground-ray cursor aim rides the existing
PlayerInput.Aim[GhostField](no new netcode surface); device auto-switch (KBM/gamepad) replicated as abyte; strafe-while-aiming free. DR-012_Aim_Controls_Cursor_Gamepad, 2026-06-03_Aim_Controls_Cursor_Gamepad. - M2 follow-up — player death/respawn — done in M5.5: derived
Deadenableable gate (from replicated Health) + serverPlayerRespawnSystem(full HP + reposition to base after a delay). DR-009_GameFeel_Identity_FirstBlood - 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 — done 2026-06-04 (DR-016_Stage_G_Combat_Gameplay): a SEPARATE server-only
TimedModifier{SourceId,UntilTick}buffer (keeps the replicatedStatModifierlayout byte-identical → no re-bake) +TimedModifierExpirySystem(expiry onNetworkTick) +TimedModifierUtil.RemoveBySourceId(clear-by-type). +4 EditMode tests. - 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 — done 2026-06-03 (pre-M6 cleanup):
PlayerAimSystemnow rotatesPlayerFacingtoward the aim target atEffectiveCharacterStats.TurnRateRadiansPerSec(authored 720°/s) instead of snapping; deterministic in the predicted loop (fixed-stepdt, replays on rollback). 2026-06-03_Pre_M6_Cleanup. - M3 polish — pickup visuals (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
- M5 follow-up — base/expedition subscene split + streaming (Option C) — superseded 2026-06-03 by DR-013_M6_Aether_Cycle_Region_Split (coordinate-region + per-connection
GhostRelevancydelivered the split withoutSceneSystemstreaming). Kept only as a note for a future larger-world milestone where true async streaming is wanted; do NOT build streaming now. Original framing: the persistent-space split the locked world design ultimately needs (SceneSystem.LoadSceneAsync/UnloadScene, per-world load on the listen-server, enter-expedition/return-to-base transition). Deferred to its own world-architecture milestone — M6/M7 only need the anchor + grid, now done (DR-008_M5_HomeBase_BaseLayer_Storage). The physics-in-prediction + base-layer slices of M5 are done (DR-006_M5_Physics_In_Prediction, DR-008_M5_HomeBase_BaseLayer_Storage). - M5 follow-up — shared-storage disk persistence (host-only): runtime structures don't exist until M6, so nothing to save yet; add a thin per-record serialization slice (replayed through M6's placement path) after M6.
BaseAnchor/StorageEntryare already flat/serialization-friendly. - M5 follow-up — storage interaction polish: proximity gate the deposit/withdraw (the container carries
HitRadius); real item/UI model beyond the fixed test item; multi-writer ordering beyond first-come server apply. - M5 follow-up — multi-client shared storage: validate two clients see identical shared-storage buffer state (pairs with the deferred M5b multi-client interpolation + M4 two-build tests).
- M5 follow-up — home-base visuals: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6.
M5 follow-up — same-tick movement— moot after M5b (the CC character runs in the predicted fixed-step group; M5'sPlayerMoveSystemis deleted). See DR-007_M5b_Character_Controller_Package.- M5b follow-up — multi-client CC interpolation validation: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only
CharacterInterpolationvariant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test. - M5b follow-up — player-vs-player collision: currently non-physical (
SimulateDynamicBody=false); enable + handle masses if mutual push is wanted. - M5b follow-up — KinematicCharacterBody velocity ghost variant (replicate RelativeVelocity/IsGrounded) if owner-prediction reconciliation looks jittery under latency.
- M5b follow-up — gravity/verticality: CC character is gravity-free + planar (no floor collider). Add gravity in the processor + a ground collider + reconsider
SnapToGroundif terrain/verticality is introduced. - M5b follow-up — CC package version: 1.4.2 declares
entities/physics@1.3.x(resolves via SemVer floor on our 6.4.0/1.4.6). Move to a CC build explicitly targeting Entities 6.x when published. - M5 follow-up — physics lag compensation (
NetCodePhysicsConfig.EnableLagCompensation+PhysicsWorldHistorySingleton) if/when physics-based hit detection replaces the swept-segment server check. - M5 follow-up — projectiles as physics bodies (currently kinematic + swept hit); convert for projectile-vs-world collision.
- M5 follow-up — hard rotation lock (
PhysicsMass.InverseInertia=0);Rigidbody.FreezeRotationis not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write. - Game identity defined — sci-fi frontier colony fiction (Identity), layered over Pillars with no mechanical rework. Resolves the "mechanics without a fiction" gap. Delivered with M5.5 (DR-009_GameFeel_Identity_FirstBlood).
- M2 polish — projectile/dummy visuals — addressed by the M5.5 emissive palette + URP post-processing (cyan crew, cyan projectiles, orange Husks, dark walls/ground). Real models/animation still deferred.
- M5.5 follow-up — auto-target on Husks — done (deepening pass):
AbilityFireSystemcandidate query.WithAny<TrainingDummyTag, EnemyTag>(). 2026-06-02_GameFeel_Deepening - M5.5 follow-up — respawn safety — done (deepening pass): replicated
RespawnInvulnwindow (server-enforced damage immunity + HUD SHIELDED cue). 2026-06-02_GameFeel_Deepening - M5.5 follow-up — enemy variety + wave/threat director — done (deepening pass):
WaveSystemescalating waves (lull → spawn → clear → bigger) + 3 melee Husk variants (Grunt/Swarmer/Brute) round-robin from a baked pool. Ranged spitter + broodmaker/boss still open. 2026-06-02_GameFeel_Deepening - Deepening follow-up — ranged Husk (Spitter): a server-spawned enemy-projectile subsystem for dodge depth (the next variety type; melee-only today).
- Deepening follow-up — wave number on HUD: needs a replicated game-state ghost (
WaveStateis server-only); the live "HUSKS N" count conveys threat for now. - Deepening follow-up — boss / per-wave composition weighting (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
- Deepening follow-up — server perf under wave load: in-editor tick-batching (~1.25–1.75 ticks/frame) investigated 2026-06-03 — Burst ruled out (confirmed healthy), so single-process multi-world cost (ServerWorld + ClientWorld + physics + Husk waves in one editor) is the likely factor; validate in a real standalone build remains open. 2026-06-03_Pre_M6_Cleanup.
- M5.5 follow-up — real assets: authored audio (replace procedural SFX), stylized hard-surface crew/structures + corrupted-biomech Husks (replace primitives), TextMeshPro HUD; add the URP SSAO renderer feature for more depth.
- M5.5 follow-up — multi-client juice/HUD: validate remote-player death VFX (interpolation-timeline
Health==0) + per-client HUD under two clients (pairs with the deferred M4/M5b two-build tests). - M5.5 follow-up — difficulty balance: Husks tuned for a real moving/shooting player (dmg 5, strike 48 ticks, speed 3,
MaxAlive6); revisit once movement/fire feel is tuned and enemy variety lands.
2026-06-03 Visual & Controls Polish follow-ups
Surfaced by the art/Synty/aim sessions (DR-010_Art_Import_URP_Conversion_Visual_Upgrade, DR-011_Synty_World_VFX_Integration, DR-012_Aim_Controls_Cursor_Gamepad).
- Cleanup — prune orphaned
Materials/Env/materials — done 2026-06-03 (pre-M6 cleanup): GUID-swept the retired BefourStudios decorative materials; zero-reference ones deleted, still-referenced kept. 2026-06-03_Pre_M6_Cleanup. - Cleanup — remove Unity-template cruft — done 2026-06-03 (pre-M6 cleanup):
com.unity.visualscriptingpackage,Assets/TutorialInfo/,Assets/Readme.asset. 2026-06-03_Pre_M6_Cleanup. - DR-010/011 follow-up — decor LOD → client-only/cosmetic subscene: cosmetic prop LOD hierarchies currently bake into both worlds; move pure cosmetics off the server for tick budget.
- DR-011 follow-up — character models / DOTS skeletal animation: player + Husks remain primitives; swap for real rigged models when the character pack lands.
- DR-011 follow-up — VFX-Graph hit/beam packs: the GabrielAguiar VFX-Graph subset needs separate URP setup if wanted (Shuriken packs already wired).
- DR-011 follow-up — ghost-prop Synty reskin: Storage/UpgradePickup ghosts still use BefourStudios meshes; reskin to Synty-style or simple emissive.
- DR-011 follow-up — mixed-theme danger zones: BioHorror/Synty corrupted-zone art for high-threat areas (deferred from the scope gate).
- DR-012 follow-up — auto-target tuning: priority/feel refinement; optional controller soft-target reticle snap (V Rising/Diablo-style).
- DR-012 follow-up — rebindable controls + multi-ability slots.
- Pre-M6 cleanup follow-up — higher material fidelity: ORM channels don't map uniformly to URP; a per-channel repack or small ORM ShaderGraph + baked reflection probe would deepen the look.