e362aaeb43
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death gameplay systems and supporting vault docs/screenshots. Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive filesystems (Linux CI, case-sensitive macOS), not just locally where core.ignorecase=true masks the gap. Each .meta moved with its asset so GUID references are preserved. All ~1000 binaries tracked via LFS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
57 lines
9.2 KiB
Markdown
57 lines
9.2 KiB
Markdown
---
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tags:
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- roadmap
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- backlog
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updated: 2026-06-01
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permalink: gamevault/06-roadmap/backlog
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---
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# Backlog
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Unordered pool of candidate work. Promote to a [[Milestones|milestone]] when committed.
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- [x] 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]].
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- [x] Define the core gameplay loop and the first predicted player ghost — delivered as M1 ([[2026-05-30_M1_Player_Slice]]).
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- [ ] **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-cube` sample to file a bug.
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- [ ] Replace template `SampleScene` with a dedicated bootstrap scene + gameplay subscene.
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- [ ] Optional template cleanup: remove `com.unity.visualscripting`, `Assets/TutorialInfo/`, `Assets/Readme.asset` (delete each asset **with** its `.meta`).
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- [x] 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]]).
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- [x] Decide home-base **grid 2D vs 3D** before M6 — resolved 2026-06-02: **planar single-level `int2` grid**, CellSize 1.0, 32×32 plot (full 3D/stacked deferred). Locked in `BaseGridMath` — [[DR-008_M5_HomeBase_BaseLayer_Storage]].
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- [ ] Decide **production replication** (predicted vs server-only) before M7 (automation).
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- [ ] **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]].
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- [ ] **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.
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- [ ] **M2 follow-up — mouse-cursor aim for KBM** (needs a camera ground-ray rig); currently aim = gamepad right-stick + movement-heading fallback.
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- [x] **M2 follow-up — player death/respawn** — done in **M5.5**: derived `Dead` enableable gate (from replicated Health) + server `PlayerRespawnSystem` (full HP + reposition to base after a delay). [[DR-009_GameFeel_Identity_FirstBlood]]
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- [ ] M2 polish — projectile/dummy visuals (primitive meshes/materials currently); optional predicted client-side auto-target if the soft server reconcile feels off.
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- [ ] **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]]).
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- [ ] **M3 follow-up — timed / removable modifiers** (expiry on `NetworkTick`, `ClearByType` via `StatModifier.SourceId`). M3 modifiers are permanent-once-granted.
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- [ ] **M3 follow-up — multi-prefab abilities** (a per-ability *different* projectile ghost) needs `ProjectileClassificationSystem` generalized beyond the single shared prefab.
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- [ ] **M3 follow-up — standalone-server debug modifier path** via `IRpcCommand` (current `DebugModifierInjectionSystem` is in-editor single-process only).
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- [ ] **M3 follow-up — rate-limited turning** (`PlayerAimSystem` still snaps rotation; `EffectiveCharacterStats.TurnRate` is wired but unused).
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- [ ] **M3 polish — pickup visuals** (primitive sphere/default material currently); pickup auto-grant feel (continuous overlap).
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- [ ] **M5 follow-up — base/expedition subscene split + streaming (Option C)**: 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]]).
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- [ ] **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`/`StorageEntry` are already flat/serialization-friendly.
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- [ ] **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.
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- [ ] **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).
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- [ ] **M5 follow-up — home-base visuals**: only an editor plot-bounds gizmo + a placeholder primitive container today; real ground/walls/structures arrive with M6.
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- [ ] ~~**M5 follow-up — same-tick movement**~~ — moot after M5b (the CC character runs in the predicted fixed-step group; M5's `PlayerMoveSystem` is deleted). See [[DR-007_M5b_Character_Controller_Package]].
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- [ ] **M5b follow-up — multi-client CC interpolation validation**: live two-build / thin-client run to confirm remote-peer interpolation smoothness (predicted-only `CharacterInterpolation` variant is in; only single-client validated). Pairs with the deferred M4 real-LAN two-build test.
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- [ ] **M5b follow-up — player-vs-player collision**: currently non-physical (`SimulateDynamicBody=false`); enable + handle masses if mutual push is wanted.
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- [ ] **M5b follow-up — KinematicCharacterBody velocity ghost variant** (replicate RelativeVelocity/IsGrounded) if owner-prediction reconciliation looks jittery under latency.
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- [ ] **M5b follow-up — gravity/verticality**: CC character is gravity-free + planar (no floor collider). Add gravity in the processor + a ground collider + reconsider `SnapToGround` if terrain/verticality is introduced.
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- [ ] **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.
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- [ ] **M5 follow-up — physics lag compensation** (`NetCodePhysicsConfig.EnableLagCompensation` + `PhysicsWorldHistorySingleton`) if/when physics-based hit detection replaces the swept-segment server check.
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- [ ] **M5 follow-up — projectiles as physics bodies** (currently kinematic + swept hit); convert for projectile-vs-world collision.
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- [ ] **M5 follow-up — hard rotation lock** (`PhysicsMass.InverseInertia=0`); `Rigidbody.FreezeRotation` is not honored by the DOTS baker, so rotation is held by per-tick angular-zero + aim write.
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- [x] **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]]).
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- [x] **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.
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- [x] **M5.5 follow-up — auto-target on Husks** — done (deepening pass): `AbilityFireSystem` candidate query `.WithAny<TrainingDummyTag, EnemyTag>()`. [[2026-06-02_GameFeel_Deepening]]
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- [x] **M5.5 follow-up — respawn safety** — done (deepening pass): replicated `RespawnInvuln` window (server-enforced damage immunity + HUD SHIELDED cue). [[2026-06-02_GameFeel_Deepening]]
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- [x] **M5.5 follow-up — enemy variety + wave/threat director** — done (deepening pass): `WaveSystem` escalating 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]]
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- [ ] **Deepening follow-up — ranged Husk (Spitter)**: a server-spawned enemy-projectile subsystem for dodge depth (the next variety type; melee-only today).
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- [ ] **Deepening follow-up — wave number on HUD**: needs a replicated game-state ghost (`WaveState` is server-only); the live "HUSKS N" count conveys threat for now.
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- [ ] **Deepening follow-up — boss / per-wave composition weighting** (brutes later, swarms early) instead of flat round-robin; a "broodmaker" that spawns.
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- [ ] **Deepening follow-up — server perf under wave load**: investigate the in-editor tick-batching (Burst cache health, multi-world cost); validate in a real build.
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- [ ] **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.
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- [ ] **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).
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- [ ] **M5.5 follow-up — difficulty balance**: Husks tuned for a real moving/shooting player (dmg 5, strike 48 ticks, speed 3, `MaxAlive` 6); revisit once movement/fire feel is tuned and enemy variety lands. |