docs: M1.5 "Indoor world feels right" LANDED 2026-07-10 — advance to M2
User-gated the full dungeon round-trip (enter via portal -> navigate rooms -> exit to the outdoor world), completing the #138 acceptance. Both M1.5 demo halves are now confirmed: building/cellar (prior sessions) + full dungeon round-trip (2026-07-10). Milestone-crossing artifacts per the milestones-doc discipline: - Pinned M1.5 landing writeup + flipped header to ✅ LANDED; caveats explicit (#145-residual far-town teleport-OUT + #116 slide-response carried as post-M1.5 follow-ups, NOT blockers). - Freeze list applied: all M1.5 phases (indoor render Option A, A6/A6.P4 physics, A7 lighting, full Phase G.3 dungeon support) now frozen per rule 2. - M2 "Kill a drudge" flipped to ACTIVE; first ports = CombatMath.ComputeDamage (F.3) + inventory panel (F.2) + combat anim (L.1c). - CLAUDE.md "currently working toward" advanced to M2. - #138 closed (user gate). No demo video (per the user's standing preference). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
113569b482
commit
9a772d2b2a
3 changed files with 56 additions and 32 deletions
|
|
@ -2,19 +2,16 @@
|
|||
|
||||
**Status:** Living document. Created 2026-05-12.
|
||||
**Sits above:** [`docs/plans/2026-04-11-roadmap.md`](2026-04-11-roadmap.md) (the strategic phase index).
|
||||
**Currently working toward:** **M1.5 — Indoor world feels right.** The
|
||||
building/cellar demo is DONE + user-gated. M1.5 was EXTENDED 2026-06-13 to
|
||||
include **dungeon support (full Phase G.3)** — dungeons initially didn't
|
||||
work at all (issue #133), but that premise was refuted at design time
|
||||
(commit `90786c19`: the dungeon LandBlock is flat-terrain and streams via
|
||||
the existing pipeline), and G.3 has since **SHIPPED**: dungeons render,
|
||||
stream, teleport-in, collide, light, and their doors work — each piece
|
||||
individually user-gated (#133/#137/#95/#79/#93/#80 all CLOSED). M1.5's
|
||||
dungeon-demo scenario is functionally met; M1.5 stays 🔵 ACTIVE /
|
||||
not-yet-landed, awaiting ONE recorded end-to-end dungeon round-trip user
|
||||
gate. The sole remaining live-code residual is the far-town teleport-OUT
|
||||
arrival cascade (**#145-residual, REOPENED** — capture-harness-first). M2
|
||||
stays deferred.
|
||||
**Currently working toward:** **M2 — "Kill a drudge."** **M1.5 — Indoor
|
||||
world feels right LANDED 2026-07-10** (pinned writeup in the M1.5 section
|
||||
below): the building/cellar demo (prior sessions) AND the full dungeon
|
||||
round-trip (enter via portal → navigate → exit to the outdoor world) are
|
||||
both user-gated. Dungeon support (full Phase G.3) shipped — render / stream
|
||||
/ teleport-in / collide / light / doors, each individually gated
|
||||
(#133/#137/#95/#79/#93/#80 CLOSED; #138 closed by the round-trip gate).
|
||||
Carried forward as post-M1.5 follow-ups (NOT M1.5 blockers): the far-town
|
||||
teleport-OUT arrival cascade (**#145-residual, REOPENED** —
|
||||
capture-harness-first) and #116 slide-response feel-debt.
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -197,7 +194,26 @@ close range and the player sees "You pick up the X." in chat.
|
|||
|
||||
---
|
||||
|
||||
### M1.5 — "Indoor world feels right" — 🔵 ACTIVE (building/cellar demo DONE; EXTENDED 2026-06-13 to include dungeon support / Phase G.3)
|
||||
### M1.5 — "Indoor world feels right" — ✅ LANDED 2026-07-10 (building/cellar demo + full dungeon round-trip both user-gated; EXTENDED 2026-06-13 to include dungeon support / Phase G.3)
|
||||
|
||||
**✅ M1.5 LANDED 2026-07-10.** The indoor world reads as solid end-to-end.
|
||||
A player can walk into a building and climb a multi-floor inn without
|
||||
sling-out or wall-clip; descend a cottage cellar and ascend without falling
|
||||
through; and — the piece that extended this milestone — **enter a dungeon
|
||||
via portal, navigate its rooms, and portal back out to the outdoor world**,
|
||||
with walls blocking, lighting reading correctly, and no position desync.
|
||||
Both demo halves are user-gated: the building/cellar demo across the 2026-06
|
||||
sessions, and the full dungeon round-trip (enter + navigate re-confirmed,
|
||||
then the exit round-trip confirmed) on 2026-07-10. Dungeon support (full
|
||||
Phase G.3) shipped with every sub-piece individually gated: teleport-in
|
||||
(#133), collision (#137), portal-graph visibility (#95), doors (#187/#188),
|
||||
lighting (#79/#93/#80). The indoor-physics workarounds (#90 stickiness +
|
||||
`TryFindIndoorWalkablePlane` synthesis) were removed by A6.P4 — no duct-tape
|
||||
left. **Explicit caveats carried forward (NOT M1.5 blockers — tracked as
|
||||
their own follow-ups):** the far-town teleport-OUT arrival cascade
|
||||
(#145-residual, REOPENED — a narrow far-teleport streaming edge case,
|
||||
capture-harness-first) and #116 slide-response feel-debt. Next: **M2 —
|
||||
"Kill a drudge."**
|
||||
|
||||
**EXTENDED 2026-06-13 — dungeons pulled into M1.5 scope; G.3 SHIPPED.** The
|
||||
building/cellar demo (below) is DONE + user-gated. Attempting the dungeon
|
||||
|
|
@ -381,10 +397,19 @@ patch.
|
|||
- **`TryFindIndoorWalkablePlane`** — synthesis workaround removal (Bug A's original goal, finally unblocked; A6.P4)
|
||||
|
||||
**Frozen phases during M1.5:** all M0 + M1 phases stay frozen. Plus
|
||||
specifically the recently-shipped A4 + #89 + #91 + #92 (today's work) — those
|
||||
specifically the recently-shipped A4 + #89 + #91 + #92 — those
|
||||
land in main as the M1.5 baseline and shouldn't be revisited except as part
|
||||
of A6.P4 removal of the workarounds.
|
||||
|
||||
**Frozen as of M1.5 landing (2026-07-10):** all M1.5 phases are now frozen
|
||||
per rule 2 — the indoor render port (Option A `DrawInside(viewer_cell)`),
|
||||
the A6 physics/membership family + A6.P4 per-cell shadow architecture, A7
|
||||
indoor/dungeon lighting, and **full Phase G.3 dungeon support** (streaming
|
||||
collapse/expand, teleport in/out, dungeon collision/lighting/doors). No
|
||||
rework until M7 polish. Exempt from the freeze as still-open bugs (rule 2's
|
||||
"actively broken" clause): #145-residual (far-town teleport-OUT cascade) and
|
||||
#116 (slide-response) — these are tracked follow-ups, not frozen work.
|
||||
|
||||
**Estimated timeline:** 3–5 weeks calendar (17–26 days focused work). Bigger
|
||||
than a normal milestone because lighting is open-ended (less existing
|
||||
diagnostic infrastructure than physics). Could be shorter if the cdb
|
||||
|
|
@ -401,7 +426,7 @@ unblocks that).
|
|||
|
||||
---
|
||||
|
||||
### M2 — "Kill a drudge" — ⏸ DEFERRED until M1.5 lands (incl. dungeons)
|
||||
### M2 — "Kill a drudge" — 🔵 ACTIVE (M1.5 landed 2026-07-10)
|
||||
|
||||
**Demo scenario:** Equip a sword. Walk to a drudge. Swing. See "You hit
|
||||
Drudge for 12 slashing damage (87%)" in chat. Watch the swing animation
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue