Roadmap and Next Steps
Roadmap and Next Steps
Spike 1 - tick engine core (first build)
The smallest thing that proves the system:
- Two actors (player fighter vs goblin), one action each with full PER cycles.
- The whirlwind exec window (zone damage while active).
- A spell prep + interrupt case.
- The resolution doctrine (actor loop in initiative order, reaction queue, uniform next-tick reactions).
- Seeded replay test - same seed, identical fight.
- Plus the goblin action-profile schema (archetype + ranked triggers as data).
After the spike
- Terrain-at-borders movement costs and the 3D/falling model.
- Reactions and the cancellation policy (boundary + deep-prep + telegraph).
- Profile data + code evaluator (the decision table) and a few monster types.
- The resolution mechanic (0-1 roll + degrees of success) wired into the sim.
Later
- Decision-model question pack for intent-reading judgment (hosted/local/fallback).
- A couple of playable classes (the tactical verbs: zone control, feints, prep-heavy spells, delayed effects).
- Knowledge system polish: what monsters and players can read about each other.
- Sensory model (noise, smell, light, patrol rhythm) + attacker attraction (Open Questions 18).
Far future
- Autopilot/intent mode: the user defines the player's intent and the app controls the PC. The player-set decision policy for reactions (Open Questions 15) is the first step toward this.
Future planning (not yet detailed)
Areas identified but still need their own planning sessions - placeholders to revisit:
- Treasure, loot, and inventory: what drops, how inventory works (weight/slots - the encumbrance question folds in here).
- Equipment and gear: weapons and armor as PER parameter sets (attack speeds, reach, zone windows, lingering effects).
- Leveling and progression: XP, level-up mechanics, how the degrees-of-success math scales with experience.
- Feat selection: how players earn and choose feats (zero-phase combos, cancel feats, reactive builds).
- Framework choice: build on an existing roguelike framework/library or start from scratch? Also relevant to the tick engine.
- Character creation: race/class/stat generation, within the "two classes to start" scope.
- Dungeon generation and the AI vision: the original goals (AI-driven dungeon variety, NPC conversations, descriptive text) still need their own planning.
- Non-combat simulation: rest, world clocks, patrols (Open Questions 14), senses and attraction (Open Questions 18).
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