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 (
tickactor loop in initiative order,initiativereactionpriority)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
dangerthetiles.3D/falling model. - 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.
- 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
PCPC. 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: