milestone: M1 landed; flip "currently working toward" to M2
M1 "Walkable + clickable world" landed 2026-05-16 with Phase B.6
(d640ed7). All four demo targets work end-to-end retail-faithfully:
walk Holtburg, open inn door, click NPC, pick up item.
Freeze list applied: L.2 (collision), B.4 (interaction outbound),
B.5 (pickup) — these phases are off-limits until M7 polish unless
something is actively broken.
CLAUDE.md "currently working toward" advanced to M2 — "Kill a drudge."
Phases to ship: F.2 (Inventory panel), F.3 (Combat math + damage),
F.5a (dev panels Attributes/Skills/Equipped/Inventory), L.1c
(combat animation wiring), L.1b (command router prereq).
Also removes the "record a demo video" requirement from milestone
discipline (CLAUDE.md rule #3 + milestones doc operating rule #3) —
user finds video recording pointless. Milestones are now textual
events: writeup + freeze flip + CLAUDE.md "currently working toward"
update. Saved as feedback memory.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -17,13 +17,14 @@ feeling because no single phase ship feels like a real milestone.
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This document sits **one altitude above** the roadmap. Each milestone is:
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- **~6–10 weeks of focused work** (not a single phase, not a whole year).
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- Defined by a **concrete playable scenario** that gets recorded as a demo
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video when the milestone hits.
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- Defined by a **concrete playable scenario** — when the scenario works
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end-to-end, the milestone lands.
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- A **scope-freeze event**: when a milestone lands, the phases it covers go
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off-limits until v1.0's final polish pass (M7).
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Crossing a milestone is a real event with an artifact. Phases ship; milestones
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**land**.
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Crossing a milestone is a textual event — milestones doc gets the writeup,
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the freeze list flips, CLAUDE.md's "currently working toward" line advances.
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Phases ship; milestones **land**.
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---
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@ -42,12 +43,12 @@ Crossing a milestone is a real event with an artifact. Phases ship; milestones
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shipped phases keep silently consuming attention.
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3. **The milestone log is the morale instrument.** When a milestone hits:
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- Record a ~30-second demo video showing the scenario end-to-end.
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- Drop it in `docs/milestones/MN-<slug>.mp4` (create the directory on
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first hit).
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- Pin a still frame + one-paragraph writeup at the top of this doc.
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- Pin a one-paragraph writeup at the top of this doc describing what
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works end-to-end (any caveats or known regressions are explicit).
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- Update the freeze list. Update CLAUDE.md's "currently working toward"
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line to the next milestone.
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- NO demo videos. User explicitly removed that requirement 2026-05-16
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("pointless of recording videos, for what purpose?").
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4. **State both altitudes at session start.** "Currently working toward M1.
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Current phase: L.2 collision. Next concrete step: L.2d slice 1 spec." This
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@ -94,7 +95,28 @@ missing is the gameplay loop on top.
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---
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### M1 — "Walkable + clickable world" — 🟡 CURRENT, all 4 demo targets met (pending recorded video)
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### M1 — "Walkable + clickable world" — ✅ LANDED 2026-05-16
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**Landing writeup (2026-05-16, after Phase B.6 ship `d640ed7`):**
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All four M1 demo targets work end-to-end. You can log into `+Acdream`
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at Holtburg, walk freely without getting stuck (L.2 collision is
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retail-faithful through the doorway). Click any inn door at any
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range, press R, the character runs (or walks if close) toward it
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with the correct animation cycle including the leg-shuffle turn-first
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phase, opens the door via ACE's server-side `MoveToChain` callback.
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Same for clicking an NPC — runs over, body rotates to face, dialogue
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fires from ACE without any client-side retry. Pickup items at any
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range with F or R; spell components, food, money, weapons all work;
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signs and other `BF_STUCK` scenery correctly block at the gate.
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AP cadence matches retail (0 Hz idle, ~1 Hz smooth motion, per-event
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on cell/plane changes). Run/walk threshold matches retail observation
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(1m of distance left to walk). The earlier ladder of workarounds —
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client-side retry, per-frame chatty AP, MoveToState suppression
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grace period — all deleted via the Phase B.6 architectural refactor
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(`d640ed7`). M1's demo path is now bit-for-bit retail-faithful end
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to end.
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**Demo scenario:** Walk through Holtburg without getting stuck on the inn
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doorway. Open the inn door. Click an NPC and see selection feedback. Pick
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@ -109,21 +131,22 @@ up an item from the ground.
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| 3 | Click an NPC and see selection feedback | ✅ met | B.4b chain + chat handlers; verified 2026-05-14 (Tirenia + Royal Guard double-click → NPC dialogue in chat panel) |
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| 4 | Pick up an item from the ground | ✅ met (close-range path) | B.5 + post-B.5 `PickupEvent (0xF74A)` fix shipped 2026-05-14; visual-verified at Holtburg; creature-pickup guard added in `a01ebd5` |
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**What's left to formally land M1:**
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- Record ~30s demo video of the four-target scenario end-to-end.
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- Drop at `docs/milestones/M1-walkable-clickable.mp4`.
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- Pin still + one-paragraph writeup at the top of this doc.
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- Flip the freeze list. Update `CLAUDE.md`'s "currently working toward"
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line to M2.
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**Landing artifacts done 2026-05-16:**
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- ✅ Landing writeup pinned at top of this milestone block (above the table).
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- ✅ Freeze list applied (see below).
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- ✅ `CLAUDE.md`'s "currently working toward" advanced to M2.
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**Known polish items deferred (do not block M1 recording, addressable post-M1):**
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**Known polish items deferred to post-M7 (do not gate M1 landing):**
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- **#61** — AnimationSequencer link→cycle frame-0 flash on door swing. LOW.
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- **#62** — PARTSDIAG null-guard. Latent, not reachable today.
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- **#63** — Server-initiated `MoveToObject` auto-walk not honored (blocks
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double-click pickup + out-of-range F-pickup; close-range still works).
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MEDIUM. Candidate Phase B.6 — holtburger has the reference port.
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- **#63** — ✅ CLOSED by Phase B.6 (`d640ed7`). Server-initiated
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`MoveToObject` is now honored end-to-end; ACE's `MoveToChain`
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callback fires server-side on arrival.
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- **#64** — Local-player pickup animation does not render (retail
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observers see it correctly). LOW.
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- **#69, #74, #75** — all closed by Phase B.6 (`d640ed7`). Turn-first
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animation, retail-narrow AP cadence, body-direct auto-walk
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architecture.
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**Phases that shipped to clear M1:**
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- **L.2 (a + d + g sub-lanes)** — Movement & Collision Conformance.
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