Add phased implementation plan (docs/implementation.md)
21 phases from clean-slate to MVP, dependency-ordered with each phase ending in a runnable demo state. Includes: - Pre-implementation audit (the 75-min asset checks from memory.md) - Phases 0–20 with checklist + acceptance criteria + spec-doc refs - Two DECIDE points (Phase 13 big-room UX, Phase 19 onboarding) - Out-of-scope list (procgen, biomes, butchering, surgery, etc.) - Scope-cut levers ranked by gameplay-cost-per-week-saved - De-risking spikes per phase - Wired into memory.md index + session log; current Status = Phase 0 (gated by the 75-min audit) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Implementation plan — rimlike
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Phased build plan from clean-slate to MVP. Phases are ordered by dependency, and each ends with a runnable demo state so the project never sits in "everything's stubbed" territory for long.
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Effort estimates are wall-time at **focused solo pace**. Scale up generously for context-switches, life, and the occasional rabbit hole. Ranges are deliberately wide.
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| Status | Phase |
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|---|---|
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| ⏳ next | **Phase 0 — Project scaffold & foundations** |
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Use this doc as a checklist: tick boxes as items complete, and update the **Status** row above whenever a phase rolls over. The last bullet of each phase is the *acceptance demo* — the phase is "done" when you can perform it.
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Refs to `docs/` files are linked so each item lands in the right spec.
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---
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## Pre-implementation audit (~75 min)
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The five items from `memory.md` *Open questions / Audit*. None of these need code, but several of them gate Phase 1+ (autotile drives the wall pipeline; aesthetic harmony decides whether Ventilatore stays in active use). Knock these out before Phase 0.
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- [ ] **Aesthetic harmony test** — ElvGames Forest vs Ventilatore tile, side-by-side. Decide use-both or drop-Ventilatore. (~15 min)
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- [ ] **ElvGames autotile audit** — count corner / T / cap pieces in `Houses Tileset 2 Seasons/FG_Houses.png` and `Fortress Tileset 2 Seasons/FG_Fortress.png`. ≥16 wall variants → autotile is solvable; <8 → fall back to Iconic Homestead ($19.99) or custom-author. (~15–30 min)
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- [ ] **Wolf sprite source** — bundle's Animal Sprites lacks wolves. Browse EvoMonster Packs 01–15 or Turn-Based RPG Monster packs. Or plan custom (~few hours). (~15 min)
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- [ ] **Grave marker source** — Retro Graveyard 16×16 (Tier 3) probably has it. (~10 min)
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- [ ] **License compilation start** — kick off the credits string list now; add to it as packs come in. (open across phases)
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---
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## Phase 0 — Project scaffold & foundations (~1 week)
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**Goal:** a Godot project that opens cleanly, has all the autoloads and folder structure committed, and runs an empty test scene.
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- [ ] `godot --headless` (or editor) → New Project at repo root, Forward+ renderer (mobile-friendly path TBD; check what export complains about)
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- [ ] Re-copy `addons/godot_mcp/` from `/mnt/d/godot/mcp/addons/godot_mcp` and enable in Project Settings → Plugins. Verify green dot in MCP Pro bottom panel.
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- [ ] Folder layout:
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- `scenes/` (`world/`, `pawn/`, `ui/`, `entities/`, `effects/`)
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- `scripts/` (mirrors scenes/, plus `autoloads/`, `systems/`, `ai/`, `data/`)
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- `data/` (`recipes/`, `thoughts/`, `events/`, `weather/`, `pawns/`)
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- `art/` (`tiles/`, `sprites/`, `ui/`, `fx/`)
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- `audio/` (`sfx/`, `music/`)
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- `tests/` (GUT or built-in test runner — pick later)
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- [ ] Autoloads (empty stubs, real bodies land in later phases):
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- `World` — entity registry, tile state, signals
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- `Sim` — tick loop owner, speed/pause state
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- `GameState` — current map, save metadata, game-mode flags
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- `EventBus` — global signal bus
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- `Strings` — i18n string table (string keys → EN values; load from `data/strings.en.tres`)
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- `Audit` — debug-only logging, perf counters
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- [ ] Input map: `tap`, `long_press`, `pinch_in`, `pinch_out`, `drag`, `pause`, `speed_cycle`. Touch + gamepad mappings.
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- [ ] Save/load skeleton: `SaveSystem.save(slot)` / `SaveSystem.load(slot)` — version field, file IO, save-between-ticks contract enforced (no save calls allowed mid-tick). Round-trip a literal "hello" for now.
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- [ ] `.gitignore` already covers Godot output; verify `.godot/`, `*.import`, `addons/godot_mcp/`, exports are all excluded
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- [ ] Smoke-test scene: blank `World.tscn` with a `Camera2D`, hit Play, see a coloured background. Done.
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- [ ] **Acceptance:** `godot --headless --quit` exits 0; clicking Play in editor opens a blank world without errors; `MCP Pro` panel shows the green dot.
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---
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## Phase 1 — World, tilemap, camera (~2 weeks)
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**Goal:** an 80×80 map with the locked camera UX. No pawns yet; just a navigable empty world.
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- [ ] `TileMap` with 6 layers per `architecture.md`: 0 Terrain · 1 Floor · 2 Wall · 3 Designation · 4 Roof · 5 Fog. Set z-indices, modulate, etc.
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- [ ] Tileset import: at least one terrain (grass) + one floor + one wall material from ElvGames bundle. Skip autotile for now if Phase 0.5 audit hasn't completed.
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- [ ] Generate an 80×80 placeholder map (procgen later — for now, a hand-painted test map saved as a `.tscn` is fine)
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- [ ] Tick loop: `Sim` runs at 20 Hz, render free-runs at 60 Hz, decoupled. Pawn-position lerping comes in Phase 2.
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- [ ] Speed control: 1× / Fast (5×) / Ultra (12×) / Pause. Buttons fixed top-bar. Per `architecture.md` table — sim-tick queue scales by speed factor.
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- [ ] **Camera (per `ui.md` "World view camera (locked)"):**
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- Pinch-zoom (smooth, between strategic and close — no fixed levels)
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- One-finger drag-pan on empty world
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- Double-tap-centre on tap target
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- No follow-cam; selection persists across pans
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- Camera reads viewport, clamps to map bounds with a small bleed
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- [ ] Indoor tint shader skeleton — uniform on/off per tile, hooked up but always off (real driver lands in Phase 13)
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- [ ] **Acceptance:** open project on phone (or phone-sized resize on desktop), pan and zoom an 80² map smoothly, hit pause/speed buttons. Speed feel matches the table in `architecture.md`.
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---
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## Phase 2 — Pawn skeleton, pathfinding, movement (~2 weeks)
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**Goal:** 3 pawns on the map, click-to-move them around. No AI yet.
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- [ ] Pawn scene: `CharacterBody2D` (or `Node2D` if we don't use built-in physics for movement — TBD), sprite, name label, debug state badge
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- [ ] Pawn registry on `World`: `pawns: Array[Pawn]`
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- [ ] `AStarGrid2D` over the 80² map; walkable derived from terrain passability + furniture occupancy. Update affected cells on build/destroy/door-state-change (one cell per change → O(1)).
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- [ ] Walk-to-tile: pawn requests a path, follows, lerps between sim ticks for smooth render
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- [ ] Click-to-move test: tap empty tile while pawn selected → pawn walks there
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- [ ] **Spike (~30 min):** AStarGrid2D path-query timing at 80² with 6 pawns simultaneously requesting paths. Confirm sub-millisecond per query.
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- [ ] **Acceptance:** spawn 3 pawns, tap-select, tap-destination, watch them path around walls and reach the spot. Smooth motion at all speeds.
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---
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## Phase 3 — AI core: Decision → WorkProvider → JobRunner (~3 weeks)
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**Goal:** the 5-layer pipeline from `architecture.md` is real, but with one dummy work category. **Save round-trip for JobRunner mid-toil state is required to land in this phase, not later.**
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- [ ] `Decision` layer: priority-ordered checks (incapacitation → forced job → status interrupt → work → idle)
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- [ ] `WorkProvider` interface — `find_best_for(pawn) -> Job?`
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- [ ] `Job` + `JobRunner` — multi-step toils, each toil is `{action, predicate, on_complete}`
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- [ ] Player overrides: forced job (e.g. "go here") preempts work
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- [ ] Status interrupts skeleton — only `Bleeding` for now (rest land at Phase 9)
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- [ ] Idle behavior: stand still or wander locally (per `architecture.md:72`, idle is v2; MVP just stands)
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- [ ] First WorkProvider: `RestProvider` — sends pawn to a hardcoded "rest tile". Just a smoke test for the pipeline.
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- [ ] **Save round-trip:** kill the app mid-toil-2-of-4, reopen, pawn resumes the same toil at the same position
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- [ ] **Acceptance:** 3 pawns idle around a rest tile; force-move one with a tap-and-hold-issue-order; suspend mid-walk and resume seamlessly.
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---
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## Phase 4 — First verbs: chop, mine, hauling, stockpiles (~3 weeks)
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**Goal:** the foundational gameplay loop — pawns harvest things and pile them up.
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- [ ] Tree entity (chop → 3 logs drop), stone-tile mining (mine → 1 stone drop), iron-ore-tile mining
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- [ ] Item entity: position, type, stack size, on-floor sprite
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- [ ] `ChopProvider`, `MineProvider` (subset of Construction work)
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- [ ] **Hauling:**
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- `HaulingProvider` + Hauling job toils (`walk → pick → walk → deposit`)
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- `items_needing_haul` dirty set on `World` (per `architecture.md:243`)
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- `StorageDestination` interface (zones first; containers Phase 5)
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- **No-destination fallback** (locked decision): drop after 3 retry passes + passive `No stockpile accepts X` alert
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- [ ] **Floor stockpile zones:**
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- Zone-paint UI (designation paint mode reuses Phase 5 paint controller — for now, a quick zone-paint button)
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- 16-chip filter grid (Wd/St/Ir/Cu/Ag/Au/Cl/Veg/Mt/Gr/Ck/Md/Tl/Wp/Ar/Co)
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- 5-priority cycle (Critical/High/Normal/Low/Off) on the zone
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- One-stack-per-tile, one-type-per-tile rule
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- [ ] Carry capacity = 1 stack, 1 type (multi-type carry is v2)
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- [ ] **Spike (~1 hr):** 16-chip grid mockup on a 720×1280 viewport — does it cram? Adjust before building.
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- [ ] **Acceptance:** 3 pawns chop / mine / haul to a stockpile. Set the stockpile to wood-only — pawns leave stone alone. Set a second stockpile to higher priority and watch wood flow upward.
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---
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## Phase 5 — Building, walls, floors, containers (~2–3 weeks)
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**Goal:** the player can shape the world. End of phase: build a functional cabin.
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- [ ] Designation paint mode (controller reused later by stockpile-paint, no-roof, etc.) — drag-paints ghosts on Layer 3, green-if-placeable / red-if-blocked
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- [ ] `BuildJob` queue on `World`, with material requirements
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- [ ] Construction WorkProvider: nearest-job-first, hauls materials → walks to ghost → works N ticks → swaps Layer 3 ghost for real Layer 2 wall (autotile fixes neighbours) → updates pathfinder
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- [ ] **Walls:** wood, stone (autotile per Phase 0.5 audit outcome — fall back to manually-painted variants if autotile pieces are missing)
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- [ ] **Floors:** wood plank, stone, dirt-cleared
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- [ ] **Doors:** simple swing-open furniture; pawns walk through; pathfinder treats as walkable, walls don't
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- [ ] **Containers (crates):** furniture entity, 4 stacks, 16-chip filter, 5 priorities, all-neighbours-blocked fallback (locked: hold then drop after ~5 sim sec)
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- [ ] Deconstruction (reverse build job)
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- [ ] **Acceptance:** Player paints a 6×4 cabin outline → pawns haul wood → walls go up → floor + door → drop a crate inside → set crate filter to "tools" → tools auto-flow into it.
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---
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## Phase 6 — Production: workbenches, recipes, bills, quality (~3 weeks)
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**Goal:** crafting chains end-to-end with the full Rimworld bill semantics.
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- [ ] **5 workbenches:** carpenter, smelter, smithy, cooking hearth, millstone
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- [ ] **Recipe registry** — `data/recipes/*.tres`, ~22 recipes per `design.md`
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- [ ] Recipe DSL: ingredients (with optional quality filter), product (count, type), workTime, skill (Crafting or Cooking), skillThreshold
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- [ ] **Bill semantics:**
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- Modes: one-shot count / forever / until-N-in-stockpile
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- Ingredient quality minimum filter (e.g. "Excellent+ iron ingots only")
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- Skill threshold gate
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- Bill round-trip in saves
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- "Bill blocked" alert when no ingredients qualify (open question — drives Phase 17 alerts)
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- [ ] CraftingProvider + CookingProvider (per `architecture.md:559` 9-list)
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- [ ] **Quality system** (Shoddy/Normal/Excellent/Masterwork/Legendary) — additive: skill × 0.04 + RNG; multiplicative stat bonus; quality stamped on every crafted item
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- [ ] **Spike (~2 hr):** prototype the recipe-as-Resource format. Does the bill UI fit in a single bottom-sheet? Adjust before authoring 22 recipes.
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- [ ] **Acceptance:** smelt iron, smith a sword. Watch quality vary by smith skill. Set a bill "until 5 swords in stockpile" — pawns stop at 5, restart when one is taken.
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---
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## Phase 7 — Plants, cooking, hunger (~2 weeks)
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**Goal:** food loop from seed to belly.
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- [ ] 3–4 crops: wheat, potato, berry-bush, hop (final picks TBD; ElvGames bundle pickings audit-driven)
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- [ ] Plant tile state machine: tilled → sown → growing (4 stages) → ready
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- [ ] Plant WorkProvider: till + sow + harvest (matches the 9-category list)
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- [ ] **"Plants don't grow indoors"** rule — depends on Layer-4 Roof flag, which doesn't exist yet at this phase. Stub it (always-outdoor) and revisit in Phase 13.
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- [ ] Cooking: hearth recipes (raw ingredient → meal), shelf-life on meals
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- [ ] Eating: pawn walks to nearest meal, consumes, hunger drops
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- [ ] **Hunger need** + thought (`design.md` mood section)
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- [ ] **Acceptance:** full grain → flour (millstone) → bread (hearth) → eat loop. Hungry pawn auto-prioritises eating.
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---
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## Phase 8 — Sleep, mood, thoughts (~3 weeks)
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**Goal:** pawns have an interior life. Mood swings drive behaviour.
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- [ ] Beds (furniture, "owned by pawn", quality affects sleep)
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- [ ] Sleep need + sleep-mood gradient (placeholder numbers `+5/+0/−2/−5/−8` from `design.md` Tunables)
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- [ ] Tired status, decision-pipeline override (sleep when low)
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- [ ] **Mood thought registry** — data-driven, ~13 thoughts per `design.md`
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- [ ] Mood compute (`architecture.md:318`): base 50 + sum(modifier × min(stacks, MAX_STACKS_PER_THOUGHT)). **`MAX_STACKS_PER_THOUGHT = 5`** (locked).
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- [ ] Thoughts: persistent (state-driven) or event (decay over hours), with stacking rules
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- [ ] **Soft breaks** — Sulking and Wandering, fire when mood < 25 sustained for 30 in-game min, recover at mood ≥ 35
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- [ ] Mood UI: small mood bar on pawn portrait, breakdown in pawn-detail (Phase 17)
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- [ ] **Acceptance:** Force-create misery (cold, hungry, no bed, sees corpse): mood plummets, pawn enters Sulking, meet needs, recovers.
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---
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## Phase 9 — Status effects + Medicine (~2–3 weeks)
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**Goal:** the full status-driven drama from `design.md` Health section.
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- [ ] **Status registry:** Hungry, Tired, Bleeding, Sick, Downed, Wet (Damp/Soaked), Cold
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- [ ] Each status: trigger condition, decay rate, gameplay effect (move-speed, work-speed, mood thought, threshold-flips)
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- [ ] **Bleed-out timer** (`BLEED_OUT_TICKS` = 6 in-game hours from `design.md:418`, locked)
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- [ ] Doctor work category (already in 9-list; provider lands here)
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- [ ] **Medical bed** furniture
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- [ ] Treatment job: walk → fetch supplies → walk → treat (timed by Medicine skill)
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- [ ] Doctor interrupt prioritization — Combat=Off doctors still volunteer for medicine
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- [ ] **Downed → rescue model:** Downed pawns get a timer; doctor walks them to medical bed; if timer expires before bed, pawn dies
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- [ ] **Acceptance:** Wound a pawn → bleeds → second pawn breaks off work → carries to medical bed → treats → recovery thoughts fire. Try with no doctor available — pawn dies, watch the death pipeline run (Phase 14 closes the loop).
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---
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## Phase 10 — Combat + Wolves (~3 weeks)
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**Goal:** real threat, real defense, real consequences.
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- [ ] **3 weapons:** sword (melee), axe (melee, slow), bow (ranged) — stats per `design.md`
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- [ ] **3 armor slots:** helm, cuirass, boots
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- [ ] Equipment system on pawn (carry + active slots)
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- [ ] **Hit math:** two-roll resolution (hit roll → damage roll, armor reduces damage). Bonuses: skill ×5%, range ×5%, cover 40/20%. Numbers placeholder, tune in Phase 20.
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- [ ] **Cover:** walls = 40%, trees = 20%. Cover lookup is per-shooter, per-target line.
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- [ ] Combat priority semantics: Off ≠ "won't fight" — Off = "defends if cornered, won't volunteer" (per `design.md:64`)
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- [ ] **Friendly fire ON** — bow pawns can hit teammates in line
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- [ ] **Wolf entity:** Animal class, 4-state machine (APPROACH → ENGAGE → FLEE → DEAD per `architecture.md:700`)
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- [ ] Wolf spawn: storyteller-driven, at map edge, in packs of 1–4, **night only**, season-weighted (more in winter)
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- [ ] **Spike (~half day):** combat feel — 3 pawns vs 3 wolves on a small map. Does the two-roll resolution feel good? If not, dial numbers before Phase 20.
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- [ ] **Acceptance:** Wolf raid at night — pawns auto-fight (or flee per priorities) — some get downed — doctor saves who they can — bodies on the field.
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---
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## Phase 11 — Day/night + Lighting (~1–2 weeks)
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**Goal:** the world has a rhythm; night feels different.
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- [ ] Time-of-day clock (already in tick loop — surface to UI)
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- [ ] Top-bar clock + day counter ("Day 14, 6 AM")
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- [ ] **Light sources:** torch furniture, hearth furniture (already exists for cooking), candle. Each has radius (max 8) and on/off state.
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- [ ] `light_map` compute (per `architecture.md:366`) — recompute on light-source-change only, not every tick. Touches ≤ 200 cells per change.
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- [ ] **Night shader:** sample `light_map`, brighten lit tiles, darken unlit. Smooth dawn/dusk transition (~30 in-game min each)
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- [ ] "In darkness" mood thought integration — fires for pawns standing in unlit cells at night
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- [ ] **Acceptance:** Day → dusk → night → dawn cycle visible. Indoor lit areas glow; outdoor unlit areas are dim. Pawn in a dark room at midnight gets the mood thought.
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---
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## Phase 12 — Seasons + Weather (~1–2 weeks)
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**Goal:** 48-day year cycle with daily weather variety.
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- [ ] **48-day year:** 4 seasons × 12 days. Seasonal palette modulate on tilemap (subtle).
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- [ ] **Daily weather roll** (`design.md:582`): clear / rain / storm / cold-snap, season-weighted (placeholder weights, tune Phase 20)
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- [ ] Rain visual + ambient sfx (sourced from bundle SFX packs)
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- [ ] Storm = rain + lightning flashes + dampness rate ×2
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- [ ] Cold snap = winter-only, applies Cold status faster
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- [ ] **Wet status** accumulation outdoors in rain (Damp at 25, Soaked at 60), decays indoors. Mood thought tiers.
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- [ ] **Cold status** in winter outdoors, slower decay than wet
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- [ ] **Season indicator UI** (top bar): "Spring 4/12", tap → forecast tooltip
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- [ ] **Acceptance:** Run 1 in-game year, see all 4 seasons cycle. Trigger rain — watch outdoor pawns get Damp, then Soaked. They head indoors and dry off.
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---
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## Phase 13 — Rooms, roofing, beauty, dirtiness, cleaning (~2–3 weeks)
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**Goal:** built-environment systems — your cabin matters now.
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- [ ] **EnclosureDetector** + **RoomDetector** (per `architecture.md:967` and 982)
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- [ ] **Auto-roof BFS** (≤8 cells, per `architecture.md:983`) — sets Layer-4 Roof flag
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- [ ] **No-Roof designation** (paint mode) — courtyards stay open
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- [ ] **`room_too_large` signal** when BFS hits the cap on an enclosed area (locked decision from this session)
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- [ ] **DECIDE: big-room UX** (open question in `memory.md`):
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- (a) Keep ≤8 cap, surface "split with an interior wall" banner — minimal scope
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- (b) Bump cap to ~16, banner at the new threshold
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- (c) Detect any enclosed area regardless of size — bigger architectural shift
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- Recommendation lands here; deferring past Phase 13 means bugs.
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- [ ] **Indoor tint** driven by Roof flag — wires to the shader skeleton from Phase 1
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- [ ] Plants-don't-grow-indoors rule wires up properly (was stubbed in Phase 7)
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- [ ] **Beauty score** per cell, derived from nearby furniture × Quality multiplier
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- [ ] **Dirtiness** accumulation, traffic-weighted, spike events (blood from combat = +20, corpse decay = +5/h)
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- [ ] **Cleaning WorkProvider** (the 9-list category — earlier doc text said "8th"; that's stale)
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- [ ] Room thoughts: clean/dirty, beautiful/ugly, ate-without-table, slept-in-room
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- [ ] **Spike (~1 hr):** room detection on a stress map (50+ rooms). Does it stutter on rebuild?
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- [ ] **Acceptance:** Build a kitchen → mood reflects it (table, beauty). Bloody combat in bedroom → room turns ugly until cleaned. Build a 12-cell enclosed room → big-room banner fires (per (a)/(b)/(c) decision).
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---
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|
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## Phase 14 — Death, corpses, burial (~1–2 weeks)
|
||||
|
||||
**Goal:** close the death loop properly.
|
||||
|
||||
- [ ] **Corpse entity** + decay timer: 0–50 fresh / 50–100 rotting / 100 rotted
|
||||
- [ ] **Graveyard stockpile** — special filter: Corpses-only chip
|
||||
- [ ] **Grave dig job** (Manual Labor) — produces a grave slot
|
||||
- [ ] **Permanent grave marker** entity: tap → opens deceased-pawn detail (Phase 17)
|
||||
- [ ] **Cremation pyre** furniture + recipe (1 corpse + 5 wood → ash + brief mood thought for pawns nearby)
|
||||
- [ ] Mood thoughts: "saw corpse", "buried friend", "cremated friend", "rotting body in colony" (severity scales)
|
||||
- [ ] Death triggers in pawn pipeline (already wired in Phase 9) end here — corpse drops, hauler fires.
|
||||
- [ ] **Acceptance:** Pawn dies (combat or untreated illness) → corpse on the floor → graveyard zone painted → hauler takes corpse to grave slot → digger digs → marker placed. Tap marker, see deceased pawn's portrait + 1-line backstory + mood-thought legacy.
|
||||
|
||||
---
|
||||
|
||||
## Phase 15 — Storyteller (~2–3 weeks)
|
||||
|
||||
**Goal:** the world prods the player without overwhelming them.
|
||||
|
||||
- [ ] **Event registry:** 25 prompts authored in `design.md` ported to `data/events/*.tres`
|
||||
- [ ] **Daily 6 AM roll** — picks one event from a weighted pool
|
||||
- [ ] Weighted pool builder: trigger predicate, **per-event AND per-category cooldowns** (locked: both gates must pass), tension modifier
|
||||
- [ ] **Cooldowns:** per-event from event def; per-category from `CATEGORY_COOLDOWN` (3 days threats, 5 days wanderers, etc.)
|
||||
- [ ] **Tension model:** running tension score (0–100), high tension reduces threat weight (×0.3), low tension boosts (×2.0)
|
||||
- [ ] State-triggered events ("First Beds" while no beds exist) at higher weight than random
|
||||
- [ ] **Banner UI** (ambient, dismissible, no pause) for nudges/seasonal/lore
|
||||
- [ ] **Modal auto-pause** for wanderer/threat/disease/milestone (player choice)
|
||||
- [ ] **"Go there" jump-to-alert** integration — every alert/banner includes the camera-pan tap (locked)
|
||||
- [ ] **Ghost state + Wanderer event recovery** — when all colonists dead/gone, sim half-speed, wanderer fires in 3–5 days
|
||||
- [ ] **Acceptance:** Play a full season, all event categories fire at least once. Trigger ghost state by killing all 3 pawns — wanderer arrives within the window.
|
||||
|
||||
---
|
||||
|
||||
## Phase 16 — Save/load full coverage (~1–2 weeks)
|
||||
|
||||
**Goal:** the save round-trip from Phase 3 expanded to every system. Mid-tick suspend safe.
|
||||
|
||||
- [ ] All entity types serialize (pawn, item, furniture, container, corpse, wolf, plant tile)
|
||||
- [ ] Tilemap layers serialize via `get_used_cells_by_id`
|
||||
- [ ] Storyteller state (current tension, recent-fired log per event + per category, scheduled events)
|
||||
- [ ] Bill states (mid-fetch, mid-craft)
|
||||
- [ ] Pawn deep state: thoughts, statuses, equipment, current job + JobRunner toil index
|
||||
- [ ] **Autosave on suspend** (mobile platforms — `NOTIFICATION_APPLICATION_PAUSED`)
|
||||
- [ ] **"You've been away X minutes" toast** on resume (no fast-forward in MVP)
|
||||
- [ ] Slot management: single slot for MVP, manual save + autosave file
|
||||
- [ ] Save version number; load barfs gracefully on mismatch
|
||||
- [ ] **Acceptance:** Kill the app mid-anything (mid-haul, mid-craft, mid-bleed-out, mid-storyteller-modal). Reopen. Everything resumes seamlessly. No exceptions, no visual desync.
|
||||
|
||||
---
|
||||
|
||||
## Phase 17 — Touch UX completion (~3–4 weeks)
|
||||
|
||||
**Goal:** every interaction has a touch path. No desktop-only gestures.
|
||||
|
||||
- [ ] **Work-priority matrix** (9 cols × N pawns, sticky pawn-name column, horizontal scroll on phone, tap-to-cycle priority, long-press 5-chip picker, swipe-column bulk-set)
|
||||
- [ ] **Per-pawn / per-job views** layered on the matrix
|
||||
- [ ] **Stockpile / container UI** — 4×4 chip grid, priority cycle, allow/forbid all
|
||||
- [ ] **Build drawer** — bottom-sheet tabs (Walls / Floors / Furniture / Production / Designate). Material-pick UI when multiple materials match.
|
||||
- [ ] **Storyteller event modal** vs ambient banner UX
|
||||
- [ ] **Pawn detail** screen (bottom-sheet, full-height): needs bars, status effects, current job, equipment, mood thoughts breakdown, skill table, deceased-state
|
||||
- [ ] **Settings** — speeds, auto-pause toggles, audio volumes, accessibility
|
||||
- [ ] **Day-summary card** — recap at end-of-day, gives short sessions a stopping point (`ui.md:620`)
|
||||
- [ ] **Alerts log** + **storyteller event history**
|
||||
- [ ] **Bill UI** for workbenches (created in Phase 6 stub; full UX here)
|
||||
- [ ] **"No stockpile accepts X"** alert from Phase 4 hauling fallback wires up here
|
||||
- [ ] **"Bill blocked"** alert from Phase 6 quality-filter wires up here
|
||||
- [ ] **Acceptance:** every screen in `ui.md` "Screens still to design" exists and is touch-driven. Hand the device to someone who's never played — they can navigate without instruction.
|
||||
|
||||
---
|
||||
|
||||
## Phase 18 — Audio (~1 week)
|
||||
|
||||
**Goal:** the game has soundscape; not silent.
|
||||
|
||||
- [ ] Ambient day loop, ambient night loop (bundle music packs)
|
||||
- [ ] UI clicks (tap, long-press confirm, error)
|
||||
- [ ] Combat stings: hit, miss, downed, kill
|
||||
- [ ] Alert stings: storyteller modal, ambient banner, raid warning, pawn-down
|
||||
- [ ] Volume sliders in Settings (master / music / sfx / ambient)
|
||||
- [ ] Audio mute on suspend; fade in on resume
|
||||
- [ ] **Acceptance:** play through a normal in-game day. Sounds fire at the right moments, mute toggles work.
|
||||
|
||||
---
|
||||
|
||||
## Phase 19 — Onboarding & first-60-seconds (~1–2 weeks)
|
||||
|
||||
**Goal:** resolve the open question in `memory.md` — a new mobile player gets productive in <60 seconds.
|
||||
|
||||
- [ ] **DECIDE:** approach (open question, not enough thinking yet):
|
||||
- (a) Hint system — contextual tooltips during first session, dismissible, no replay
|
||||
- (b) Guided first-day — scripted storyteller events on day 1 walking through chop / haul / build / sleep
|
||||
- (c) Tutorial scene — separate from main game, opt-in
|
||||
- Recommendation lands when this phase begins.
|
||||
- [ ] First-time-player flag persisted
|
||||
- [ ] **Acceptance:** hand the game to a tester cold. They are doing useful colony work within 60 seconds without you saying anything.
|
||||
|
||||
---
|
||||
|
||||
## Phase 20 — Balance, polish, export (~2–4 weeks)
|
||||
|
||||
**Goal:** ship-ready.
|
||||
|
||||
- [ ] **Tune all placeholders** (`memory.md` Tunable list):
|
||||
- Sleep mood gradient `+5/+0/−2/−5/−8`
|
||||
- Wet thresholds 25 / 60 + accumulation rates
|
||||
- Season weather weights
|
||||
- Hit-chance bonuses (skill ×5%, range ×5%, cover 40/20%)
|
||||
- Bleed-out timer (6h)
|
||||
- Mood thought magnitudes + decay times
|
||||
- [ ] iOS export setup (needs Mac/Xcode — this is the long tail)
|
||||
- [ ] Android export from Linux
|
||||
- [ ] **Steam Deck input parity** — open question (`memory.md`): gamepad-cursor or D-pad menus or both?
|
||||
- [ ] **Credits screen** — every art pack, every audio pack, every font (compiled across all phases)
|
||||
- [ ] Bug pass — known issues from each phase's parking lot
|
||||
- [ ] Performance pass — profile on a real low-end Android device
|
||||
- [ ] **Acceptance:** TestFlight build for iOS, signed APK for Android, Steam Deck verified launch. Credits screen complete.
|
||||
|
||||
---
|
||||
|
||||
## Out of scope (v2+ / explicit cuts)
|
||||
|
||||
These are *not* in MVP. Pulling any of them in adds weeks. Each is a known v2 candidate.
|
||||
|
||||
- Procgen maps (MVP: fixed seed)
|
||||
- Multiple biomes (MVP: temperate forest only)
|
||||
- Bandit raids (MVP: wolves only)
|
||||
- Butchering animals for meat
|
||||
- Surgery / limb damage / specific body parts (MVP: single HP + status)
|
||||
- Background simulation when app is backgrounded
|
||||
- Fast-forward on long absence
|
||||
- Tech / research progression tree
|
||||
- Pawn name / backstory generator (MVP: hand-curated list)
|
||||
- Multi-pawn carry, multi-type carry
|
||||
- Per-bench ingredient radius restriction
|
||||
- Localization beyond English (architecture supports it; content stays EN)
|
||||
- Post-launch monetization decisions (premium / PWYW / free)
|
||||
- Multiplayer in any form
|
||||
- Pets / tame animals
|
||||
- Trade caravans
|
||||
- Drugs / alcohol / festivals
|
||||
- Prisoner mechanics
|
||||
|
||||
---
|
||||
|
||||
## Scope-cut levers
|
||||
|
||||
If 6–12 months calendar is too long, these are sane reductions ranked by gameplay-cost-per-week-saved:
|
||||
|
||||
| Cut | Saves | Cost |
|
||||
|---|---|---|
|
||||
| Drop seasons & weather (keep day/night) | ~2 wk | Big — kills atmospheric variety |
|
||||
| Drop dirtiness + Cleaning category | ~1 wk | Small — but loses one mood lever |
|
||||
| Drop combat entirely (no wolves) | ~3 wk | Huge — only quiet events left |
|
||||
| Drop quality system (everything is Normal) | ~1 wk | Medium — flattens late game |
|
||||
| Drop cremation, keep burial only | 0.5 wk | Tiny |
|
||||
| Reduce skills 5 → 3 (Labor, Combat, Medicine) | 0.5 wk | Tiny — tightens design |
|
||||
| Drop room beauty score (rooms still detected) | 0.5 wk | Small — loses one mood lever |
|
||||
| Single workbench instead of 5 | ~1.5 wk | Big — collapses production design |
|
||||
| Drop ranged weapons (sword/axe only) | ~0.5 wk | Small — loses cover-relevance |
|
||||
|
||||
---
|
||||
|
||||
## De-risking spikes (run *before* the relevant phase)
|
||||
|
||||
| Spike | Phase | Effort | Question to answer |
|
||||
|---|---|---|---|
|
||||
| AStarGrid2D timing at 80² with 6 concurrent path queries | Phase 2 | ~30 min | Sub-millisecond per query? |
|
||||
| 16-chip filter UI mockup on phone viewport | Phase 4 | ~1 hr | Does it cram or fit cleanly? |
|
||||
| Recipe-as-Resource format prototype | Phase 6 | ~2 hr | Does the bill UI fit a single bottom-sheet? |
|
||||
| Combat feel test (3 vs 3 on small map) | Phase 10 | ~half day | Does two-roll resolution feel good? |
|
||||
| Room detection on stress map (50+ rooms) | Phase 13 | ~1 hr | Does rebuild stutter? |
|
||||
|
||||
---
|
||||
|
||||
## How to use this doc going forward
|
||||
|
||||
- **At session start:** check the Status row at top, then jump to the current phase. Read its goal + current open boxes.
|
||||
- **During a session:** tick boxes as they complete. If the work uncovers something not on the list, add it as a new box (don't silently expand scope across phases).
|
||||
- **At session end:** if a phase rolled over, update the Status row and add a `### YYYY-MM-DD` entry to `memory.md` Session log noting what landed.
|
||||
- **DECIDE points** (currently in Phases 13 and 19): when you hit one, propose options + pick before continuing past it. Don't paper over.
|
||||
- **Spikes:** treat the de-risking spikes as bona-fide tasks, not optional. Skipping them invites the cost-per-week to balloon.
|
||||
|
||||
## What lives elsewhere
|
||||
|
||||
- **Game design / mechanics** — see [`design.md`](./design.md).
|
||||
- **Tech / engine layout / pawn AI** — see [`architecture.md`](./architecture.md).
|
||||
- **Touch UI / camera** — see [`ui.md`](./ui.md).
|
||||
- **Tilesets / art / license** — see [`art.md`](./art.md).
|
||||
- **Decisions index / open questions** — see [`memory.md`](../memory.md).
|
||||
|
|
@ -14,8 +14,9 @@ A 2D, tile-based **cute-farming-RPG-meets-colony-sim** — Rimworld DNA, Going M
|
|||
| [`docs/architecture.md`](./docs/architecture.md) | Tech — pawn AI / job system, time/tick model, Godot 4 engine layout, TileMap split, all subsystems (mood, lighting, rooms, hauling, production, combat, storyteller) |
|
||||
| [`docs/ui.md`](./docs/ui.md) | Touch UX — work-priority matrix, stockpile/container screens, mood/lighting/rooms cues, combat banners, storyteller event UI, screens still to design |
|
||||
| [`docs/art.md`](./docs/art.md) | Owned assets (ElvGames bundle primary, Ventilatore secondary), license, autotile gotcha, audit list, candidates kept for record |
|
||||
| [`docs/implementation.md`](./docs/implementation.md) | **Phased build plan** — 21 phases (audit → P0 scaffold → … → P20 export). Checklists, acceptance demos, scope-cut levers, de-risking spikes. Track progress here. |
|
||||
|
||||
When working on a feature, read `memory.md` first, then the relevant `docs/` file(s).
|
||||
When working on a feature, read `memory.md` first, then the relevant `docs/` file(s). For "what do I build next?" check the **Status** row at the top of `docs/implementation.md`.
|
||||
|
||||
## Decisions & rationale
|
||||
|
||||
|
|
@ -156,6 +157,7 @@ Same scope as locked in `~/claude/ideas/rimlike/plan.md`. Realistic timeline 3
|
|||
- Updated `docs/architecture.md` perf assumptions (60² → 80² with 120² ceiling).
|
||||
- `docs/ui.md` got a new **World view camera (locked)** section; removed the world-view bullet from "Screens still to design".
|
||||
- Open: auto-roof big-room UX (added to TODOs above) — the ≤8-cell BFS cap silently fails on bigger rooms; player feedback path needs a decision before EnclosureDetector lands.
|
||||
- Wrote `docs/implementation.md` — 21-phase build plan with checkboxes, acceptance demos, scope-cut levers, and de-risking spikes. Status row at the top of that file is the canonical "where are we now" pointer; current value is **Phase 0 — Project scaffold & foundations** (gated by the 75-min pre-implementation audit). Wired into the index table above.
|
||||
|
||||
## External references
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue