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).