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2 commits

Author SHA1 Message Date
Erik
2c1c784c8c docs: refresh strategic roadmap + Foundation phase design spec
Output of a brainstorming session after Phase 6/7.1/9.1/9.2 shipped
and the lifestone crystal bug was isolated. Two documents:

1. docs/plans/2026-04-11-roadmap.md — strategic roadmap replacing
   the stale post-Phase-5 version. Reflects what's actually shipped,
   reorganizes upcoming work into Phases A (Foundation), B (Gameplay),
   C (Polish — includes VFX/particles, dynamic lights, palette tuning,
   double-sided translucents), D (UI + Sound), and E (long-tail).
   Updates the "when will my complaint be fixed" quick-lookup with
   the correct phase for portals (VFX, not shader tricks as previously
   claimed), smoke, fireplace fire, and everything we fixed this
   session. Phase ordering: A → B → (C/D in parallel) → E.

2. docs/superpowers/specs/2026-04-11-foundation-phase-design.md —
   detailed implementation spec for Phase A only. Covers the four
   sub-pieces (streaming landblock loader, frustum culling, net I/O
   thread, async dat decoding folded into the streaming worker),
   their components, data flow, error handling, testing strategy,
   and commit-point ordering. Includes non-goals to prevent scope
   creep.

No code changes yet. The spec goes to user review next, then into
the writing-plans skill for a detailed implementation plan.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 21:43:33 +02:00
Erik
ac2af96b15 docs(plan): roadmap with every observed defect mapped to a phase
Captures all the "this looks wrong" findings from the Phase 5 visual
verification and assigns each to a future phase. Top-of-document is
phases done, then phases ahead in suggested order, then a quick
lookup table that maps user complaints to their owning phase.

Phases ahead:
  6  Animation system (creature poses, walk/attack motions, breathe-idle)
  7  Multi-floor interiors + dungeons (second floors, foundry interior,
     subterranean rooms)
  8  Player input → server (movement, interact, ack pump, combat)
  9  Visual polish (portals, mesh-origin offsets, exact palette ranges,
     lighting/shadows)
 10  UI / HUD (chat, inventory, character panel, spellbook, minimap)
 11  Sound (SoundTable, audio engine, 3D positional audio)
 12  Streaming + perf (chunked landblock loading, frustum culling, LOD,
     background net thread)

Each phase entry has: what it owns, what it requires, references in the
existing references/ tree, and rough effort estimate.

Document is intentionally a living roadmap — updated whenever a phase
lands or when a new defect is observed that doesn't fit the existing
buckets.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 18:30:55 +02:00