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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 (tick order, initiative priority).
  • 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 danger tiles.
  • Reactions and the cancellation policy (boundary + deep-prep + telegraph).
  • Profile data + code evaluator (the decision table) and a few monster types.

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.

Far future

  • Autopilot/intent mode: the user defines the player's intent and the app controls the PC - the natural testbed for everything the monster AI learns.