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Project-M/Docs/Vault/06_Roadmap/Milestones.md
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Luis Gonzalez e851d5f8e9 Co-Op Layer
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---
tags:
- roadmap
- milestones
updated: 2026-06-01
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 | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: input→fire→**predicted projectile**→**swept hit**→server damage→`Health` `[GhostField]` replicated server→client; movement + fire confirmed live; EditMode 22/22. Predicted-projectile + server auto-target + non-Burst classifier — [[DR-003_M2_Combat_Netcode_Architecture]], [[2026-05-31_M2_Combat]]. (Projectile ghost-map errors were later root-caused to a `[ReadOnly]`-write in `ProjectileClassificationSystem` — fixed 2026-06-01, see [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]] — NOT two-editor tick-batching as first thought.) |
| **M3 — Data-driven abilities & modifiers** | Ability **and** character stats authored in ScriptableObjects, baked to DOTS **blob assets**; runtime **flat + % modifier** stacks (upgrades/buffs) → effective stats, server-authoritative + prediction-correct. Pattern slice: refactor the current projectile ability + 12 sample abilities onto the data model. | ✅ Done 2026-05-31 — runtime-validated on 6.4.7: blob DB baked into both worlds; data-driven base + replicated `StatModifier` ghost buffer → **identical effective stats on server & owner-predicted client** (held under tick-batching); data-only ability swap; real pickup grant; EditMode 38/38. Blob DB + replicated modifier buffer + every-tick effective recompute — [[DR-004_M3_DataDriven_Abilities_Modifiers]], [[2026-05-31_M3_Data_Driven_Abilities]]. |
| **M4 — Co-op** | 24 players; client-hosted listen-server (Direct IP/LAN now, Unity Relay later) | 🚧 In progress 2026-06-01 — **LAN slice done + runtime-validated**: no-auto-connect `ConnectionConfig` + request-component host/join, editor auto-host + thin clients, deterministic ring spawn; 3 clients (1 real + 2 thin) connect→spawn (distinct slots)→replicate→clean disconnect; `ConnectionUI` for builds; EditMode 45/45. **Unity Relay + real two-build LAN join deferred** — [[DR-005_M4_Connection_Model_Direct_IP]], [[2026-06-01_M4_LAN_CoOp_And_Classification_Fix]]. |
| **M5 — Home base + physics** | Persistent base subscene streaming + Unity Physics in the predicted loop | ⬜ |
| **M6 — Build/placement** | Server-authoritative grid build placement via RPC | ⬜ |
| **M7 — Automation** | Self-running tick-based production chains (deterministic offline catch-up) | ⬜ |
Promote items from [[Backlog]] here when committed.