docs(planning): add M0-M7 milestones layer + CLAUDE.md milestone discipline

Introduce a morale + scope-management layer above the roadmap. Seven
milestones (M0-M7) from "Connect & explore" to "v1.0", each defined by a
concrete playable scenario and ~6-10 weeks of work. Each milestone hit
triggers a recorded demo video + a freeze list of phases that go
off-limits until M7's polish pass.

M0 ("Connect & explore") is declared done retroactively — ~25 shipped
phases through 2026-05-12 (terrain, network, audio, particles, chat,
input, streaming, WB rendering migration, sky/lighting, particle system,
combat/spell/item data layers) are frozen. Currently working toward M1
("Walkable + clickable world"): L.2 collision + B.4 interaction, ~4-6
weeks.

CLAUDE.md gains a "Milestone discipline" section above the existing
"Roadmap discipline" — sets the two-altitude orientation (milestones
above, phases below), names M1 as the current target, and codifies the
four motivation rules: (1) one active milestone at a time, (2) frozen
phases off-limits, (3) recorded demo video per landing, (4) state both
altitudes at session start.

Addresses the "everything is half-built" feeling caused by per-phase
vertical-slice ships never adding up to a milestone-level "done" event.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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green), and the commit message style. Subagents inherit CLAUDE.md so they green), and the commit message style. Subagents inherit CLAUDE.md so they
follow the same rules. follow the same rules.
## Milestone discipline
acdream operates at **two altitudes** above the daily commit:
- **`docs/plans/2026-05-12-milestones.md`** — the morale + scope layer.
Seven milestones (M0M7) from "Connect & explore" to "v1.0", each
defined by a concrete playable scenario and ~610 weeks of work. This
is where you orient when the project feels half-built and you're not
sure what to work on. Phases are too granular to feel like progress;
this doc is the multi-week target.
- **`docs/plans/2026-04-11-roadmap.md`** — the strategic roadmap (next
section). Phase-level index. This is where you orient when you know
the milestone and need the next concrete sub-phase.
**Currently working toward: M1 — Walkable + clickable world.** L.2
collision + B.4 interaction. Demo target: walk through Holtburg without
getting stuck, open the inn door, click an NPC, pick up an item.
Estimated 46 weeks from 2026-05-12.
**The four motivation-keeping rules:**
1. **One active milestone at a time.** Work that isn't on the critical
path to M1 gets filed in `docs/ISSUES.md` with a `post-M1` tag and
muted. This is the single rule that kills the "jumping between
things" feeling. If a phase isn't part of the current milestone, it
doesn't get touched — even if it's tempting, even if it would be
"quick", even if it would be "while I'm here."
2. **Frozen phases are off-limits.** M0's ~25 shipped phases are frozen
until M7's polish pass. Concretely: no rework on streaming, chat,
input, the WB rendering migration, sky/lighting, the particle
system, or the network handshake. Those are done. Don't revisit them
— even if you see something that could be 10% better. Visual
nice-to-haves and architecture second-guesses on frozen phases are
explicitly post-M7. The freeze list per milestone lives in the
milestones doc.
3. **Each milestone hit gets a recorded demo video.** When M1 lands,
record ~30 seconds of the demo scenario, drop it at
`docs/milestones/M1-walkable-clickable.mp4`, and pin a still + a
one-paragraph writeup at the top of `2026-05-12-milestones.md`. The
freeze list updates. The "currently working toward" line in this
CLAUDE.md updates to M2. **Crossing a milestone is a real event with
an artifact** — that's the morale instrument. Phases ship; milestones
land.
4. **State both altitudes at session start.** First action of any
session: "Currently working toward M1 — Walkable + clickable world.
Current phase: L.2. Next concrete step: [whatever]." This keeps the
high-level orientation visible alongside the immediate task and
makes mid-session drift obvious.
When reality and the milestones diverge — a phase grows beyond the
milestone's scope, a demo scenario turns out to be unreachable without
a new sub-phase, the order needs reshuffling — update the milestones
doc in the same session you discover the divergence. Same rule as the
roadmap.
## Roadmap discipline ## Roadmap discipline
acdream's plan lives in two files committed to the repo: acdream's plan lives in two files committed to the repo:

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# acdream — milestones (morale + scope layer)
**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 — Walkable + clickable world.**
---
## Why this document exists
The roadmap is a phase index — week- to month-scale, ~50 phases by the time
v1.0 lands. Phases ship in vertical slices (architecture-first, horizontal
completion deferred), which is the right strategy for a solo open-source
project at this scale — but it leaves a chronic "everything is half-built"
feeling because no single phase ship feels like a real milestone.
This document sits **one altitude above** the roadmap. Each milestone is:
- **~610 weeks of focused work** (not a single phase, not a whole year).
- Defined by a **concrete playable scenario** that gets recorded as a demo
video when the milestone hits.
- A **scope-freeze event**: when a milestone lands, the phases it covers go
off-limits until v1.0's final polish pass (M7).
Crossing a milestone is a real event with an artifact. Phases ship; milestones
**land**.
---
## Operating rules
1. **One active milestone at a time.** Everything not on the critical path to
the current milestone gets filed in `docs/ISSUES.md` with a `post-MN` tag
and explicitly muted until the milestone hits. This is what kills the
jumping-between-things feeling.
2. **Frozen phases are off-limits.** "Frozen" means no rework, no polish, no
follow-up commits unless something is actively broken (player crash,
regression). Visual nice-to-haves, "while I'm here" cleanups, and
architecture second-guesses are all post-M7. The freeze is the discipline
mechanism that makes the milestone meaningful — without it, M0's many
shipped phases keep silently consuming attention.
3. **The milestone log is the morale instrument.** When a milestone hits:
- Record a ~30-second demo video showing the scenario end-to-end.
- Drop it in `docs/milestones/MN-<slug>.mp4` (create the directory on
first hit).
- Pin a still frame + one-paragraph writeup at the top of this doc.
- Update the freeze list. Update CLAUDE.md's "currently working toward"
line to the next milestone.
4. **State both altitudes at session start.** "Currently working toward M1.
Current phase: L.2 collision. Next concrete step: L.2d slice 1 spec." This
keeps the high-level orientation visible alongside the immediate task and
makes mid-session drift obvious.
---
## The milestones
### M0 — "Connect & explore" — ✅ DONE (crossed months ago)
**Demo scenario:** Log in, walk Holtburg in chase camera, see other characters
animate, send a chat message and see the echo, watch day turn to night,
listen to footsteps and ambient audio.
**Phases included (frozen):**
| Phase | What landed |
|---|---|
| 13 | Terrain + per-vertex normals + per-cell texture blending |
| 4 | UDP codec + handshake + character login + WorldSession |
| 5 | ObjDesc: AnimPartChange + TextureChanges + SubPalettes + ObjScale |
| 6.16.7 | Motion + animation foundation (idle, frame playback, slerp, UpdateMotion, UpdatePosition) |
| 7.1 | EnvCell room geometry — walls/floors/ceilings |
| 9.19.2 | Translucent render pass + back-face culling |
| A.1A.5 | Streaming landblock loader → two-tier streaming |
| B.1B.3 | Outbound ack pump + player movement + physics MVP resolver |
| D.1, D.2a | 2D overlay + ImGui scaffold + `AcDream.UI.Abstractions` layer |
| E.1E.5 | Motion hooks + audio + particles + combat wire + spell wire |
| F.1, F.2 | GameEvent dispatcher + item model + Appraise |
| G.1, G.2 | Sky + day/night + weather + dynamic lighting |
| H.1, I.1I.8 | Chat wire + UI consolidation + holtburger inbound parity + combat translator |
| K, L.0 | Input architecture + retail bindings + Settings panel |
| N.0N.6.1 | WB rendering migration (modern path mandatory) |
| C.1, C.1.5a/b | Particle system + portal/EnvCell static-script wiring |
| R.1R.3 | Retail research infrastructure (PDB extract + named decomp) |
**Status:** This is everything shipped through 2026-05-12. ~25 phase ships.
**Worth saying out loud: this is the hard half of the project.** The engine
runs, the world renders correctly, the network connects, the input is wired,
the data layers for combat/spells/items/audio/particles all exist. What's
missing is the gameplay loop on top.
---
### M1 — "Walkable + clickable world" — 🟡 CURRENT (~46 weeks)
**Demo scenario:** Walk through Holtburg without getting stuck on the inn
doorway. Open the inn door. Click an NPC and see selection feedback. Pick
up an item from the ground.
**Phases to ship:**
- **L.2 (all sub-lanes af)** — Movement & Collision Conformance. Currently
active; L.2a slices 1+2+3 shipped 2026-05-12.
- **B.4**`Use` / `UseWithTarget` / `PickUp` outbound messages.
**Freeze on landing:**
- L.2 zone (collision, cell ownership, transition parity, wire authority)
- B.4 zone (interaction outbound)
**What "M1 lands" looks like:** the existing Holtburg traversal works as a
retail player would expect. Doorways are walkable. Buildings have solid
walls. Outdoor cell seams report the right cell. Clicking an NPC selects it
and sends a usable selection state to the server. The Use action opens doors.
---
### M2 — "Kill a drudge" — 🔵 NEXT (~610 weeks after M1)
**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
play. Drudge dies, drops loot. Pick up the loot. Open the inventory panel
and see it.
**Phases to ship:**
- **F.2 (panels)** — Inventory panel reading `ItemRepository` (data already
shipped in F.2 base; M2 ships the visual surface).
- **F.3** — Combat math + damage flow.
- **F.5a** — Visible-at-login dev panels (Attributes, Skills, Equipped,
Inventory list) — minimal ImGui surfaces, retail-skin deferred to M5.
- **L.1c** — Combat animation wiring (draw/sheath, attack swings by
stance/power/height, hit reactions, evades).
- **L.1b** — Command router + motion-state cleanup (prereq for L.1c).
**Freeze on landing:**
- Combat math zone
- Inventory zone (data + dev panel; retail-skin reopens in M5)
- L.1b/c combat-animation zone
**What "M2 lands" looks like:** the gameplay loop is real. You can fight,
take damage, kill things, see loot, manage your inventory. The game becomes
a game.
---
### M3 — "Cast a spell" — 🔵 (~34 weeks after M2)
**Demo scenario:** Cast Flame Bolt at a drudge. Watch the cast animation,
the projectile, the impact. Self-cast a buff (Strength Self). See the
enchantment in a buff list. Recall to lifestone — full recall animation,
correct teleport, correct re-spawn.
**Phases to ship:**
- **F.4** — Spell cast state machine (buffs + recalls first, projectile
spells second).
- **L.1d** — Spell-casting animation wiring (cast command classification,
windup, release, fizzle/interruption, recoil).
- **F.5 (Spellbook panel)** — dev-skin surface for learned spells + active
enchantments.
**Freeze on landing:**
- F.4 spell zone
- L.1d cast-animation zone
- Spellbook dev-panel surface
**What "M3 lands" looks like:** mages are real characters. Buffs work,
recalls work, the first projectile spells work. Combat from M2 + casting
from M3 = retail-equivalent gameplay loop for melee and casters.
---
### M4 — "Live in the world" — 🔵 (~610 weeks)
**Demo scenario:** Create a fresh character from scratch (no ACE admin).
Spawn. Talk to an NPC. Accept a quest. Walk to a dungeon entrance. Portal
in (pink-bubble loading). Walk through the dungeon. Complete the quest.
Walk back out.
**Phases to ship:**
- **H.3** — Emote scripts + quests + dialogs (122 EmoteType × 39 Trigger
mini-VM).
- **G.3** — Dungeon streaming + portal space + `PlayerTeleport` handling.
(Unblocked by L.2e from M1.)
- **H.4** — Character creation (`0xE000002 CharGen` + heritages + appearance
picker + preview).
- **L.1e** — Emote + posture animation wiring.
**Freeze on landing:**
- H.3 dialog/quest zone
- G.3 dungeon zone
- H.4 character-creation zone
- L.1e emote-animation zone
**What "M4 lands" looks like:** the world feels populated and interactive.
You can do quests, enter dungeons, create characters. Combined with M2/M3,
the client is **functionally playable** — minus visual polish.
---
### M5 — "Looks like retail" — 🟢 PARALLELIZABLE WITH M3/M4 (~48 weeks)
**Demo scenario:** Side-by-side screenshot of acdream vs retail at the same
location, same time of day, same character. Hard to tell apart at a glance.
Open the inventory panel — retail-skinned with the right font, icons, and
9-slice panel borders.
**Phases to ship:**
- **C.1.5c** — Sky-PES dispatch chain (closes #2 lightning, #28 aurora,
#29 cloud thinness).
- **C.2** — Dynamic point lights (fireplaces, lamps, torches with proper
local lighting).
- **C.3** — Palette range tuning (skin/hair/eye colors match retail).
- **C.4** — Double-sided translucent polys.
- **D.2b** — Custom retail-look UI backend.
- **D.3D.7** — AcFont + dat sprites + core panels reskinned + HUD orbs +
cursor manager.
- **L.1f** — NPC/monster + item-use animation coverage.
**Freeze on landing:**
- Visual polish zone (C.1.5c, C.2, C.3, C.4)
- D.2b → D.7 UI-skin zone
- L.1f NPC-anim zone
**What "M5 lands" looks like:** the client visually convinces. Screenshots
become postable. The "old / broken vs retail" feeling that drives most of
the chronic ISSUES.md entries is gone.
---
### M6 — "Plugins ship" — 🟢 (~4 weeks)
**Demo scenario:** A third party (not you) writes a small plugin against
the published API — XP tracker, loot logger, simple chat filter — and it
loads cleanly. Sample plugin lives in the repo with documented build steps.
**Phases to ship:**
- Plugin API surface: stable contract over `AcDream.Core` + `AcDream.UI.Abstractions`,
versioned, with the world-state interfaces exposed.
- Plugin host: load isolation, lifecycle, error containment.
- Sample plugin (XP tracker or loot logger) — proves the API by using it.
- Plugin docs page.
**Freeze on landing:**
- Plugin API v1 surface (additive changes only post-freeze).
**What "M6 lands" looks like:** the differentiator vs the retail client is
real. acdream offers something retail never did, and the API is documented
well enough that other people can build on it.
---
### M7 — "v1.0" — 🟢 (open-ended polish)
**Demo scenario:** Long-running stress test: log in, play for 4 hours
across outdoor + dungeon + portal + combat + spell + chat scenarios,
reconnect once mid-session, log out clean. No crashes, no protocol errors,
no visual regressions, no audio dropouts.
**Phases to ship:**
- **Phase M** — Network stack conformance (retransmit, ACK piggybacking,
echo/keepalive, fragment splitting, typed actions). Deferred until now
because ACE handles loss gracefully — but v1.0 needs proper network
hardening.
- **H.2** — Allegiance.
- **N.6 slice 2 + N.7N.10** — Finish WB rendering migration (EnvCells,
sky/particles via WB, visibility manager, GL infrastructure
consolidation).
- **Phase J long-tail** — Player rig polish, group/fellowship UI, trade
window, salvage/tinker UI, house ownership, society UI, dev-mode tools.
- **L.1g** — Animation polish + conformance.
- Final visual + audio polish pass against ISSUES.md chronic backlog.
**What "M7 lands" looks like:** v1.0. Ship.
---
## Estimated timeline
| Milestone | Effort | Cumulative |
|---|---|---|
| M0 | DONE | DONE |
| M1 | ~46 wk | ~5 wk |
| M2 | ~610 wk | ~13 wk |
| M3 | ~34 wk | ~17 wk |
| M4 | ~610 wk | ~25 wk |
| M5 | ~48 wk (parallel) | overlaps M3/M4 |
| M6 | ~4 wk | ~29 wk |
| M7 | open-ended | v1.0 |
**Roughly 912 months of focused solo work from 2026-05-12 to v1.0.** That's
honest for an open-source project of this scale. The biggest single rock is
M2 (combat math + animations + inventory panels lining up); M5 can be
chipped at in parallel by subagents while you drive M3/M4.
---
## What this document is **not**
- **Not a release schedule.** Internal morale + scope layer only. If acdream
goes public-alpha at some point, that's a separate decision built on top
of one of these milestones.
- **Not immutable.** When reality and the milestones diverge, update the
milestones in the same session you discover the divergence. Same rule as
the roadmap.
- **Not a replacement for the roadmap.** Phases are still where the
implementation details live. This doc is the orientation layer above them.
- **Not granular enough for daily work.** Daily work happens at the phase /
sub-phase / commit level. The milestone is the multi-week target you're
aiming at.