diff --git a/PROJECT_BOARD.md b/PROJECT_BOARD.md new file mode 100644 index 0000000..de9d8df --- /dev/null +++ b/PROJECT_BOARD.md @@ -0,0 +1,236 @@ +# Emberfall Development Roadmap - Project Board + +**Project:** Emberfall Tactical Combat Game +**Repository:** +**Last Updated:** 2026-06-03 +**Current Phase:** Phase 4 (Minimum Viable Gameplay) + +--- + +## Board Overview + +This document serves as the project board tracking all development tasks across phases. +**Status Legend:** + +- ✅ **Done** - Completed and merged +- 🔄 **In Progress** - Currently being worked on +- ⏳ **Ready** - Can start immediately (no blockers) +- ⚠️ **Blocked** - Waiting on other tasks +- 📋 **Backlog** - Future work + +--- + +## Phase 1: Foundation Hardening ✅ COMPLETE + +| Task | Issue | Status | Assignee | Notes | +|------|-------|--------|----------|-------| +| 1.1 Split BurdenManager | #72 | ✅ Done | Jules | Split into 3 classes | +| 1.2 Fix ElementalTypes Enum | #73 | ✅ Done | Jules | Removed magic numbers | +| 1.3 Timing Instrumentation | #74 | ✅ Done | Jules | Performance monitoring | +| 1.4 BaseEnemy Class | #76 | ✅ Done | Jules | Enemy framework ready | + +**Phase 1 Completion:** 100% ✅ +**Date Completed:** 2026-05-31 + +--- + +## Phase 2: 2.5D Rendering System ✅ COMPLETE + +| Task | Issue | Status | Assignee | Notes | +|------|-------|--------|----------|-------| +| 2.1 GridRenderer | #75 | ✅ Done | Jules | Isometric grid working | +| 2.2 EntityVisualProxy | #77 | ✅ Done | Jules | Smooth interpolation | +| 2.3 ApparitionRenderer | #78 | ✅ Done | Jules | Effects integrated | +| 2.4 CombatRoom Scene | #79 | ✅ Done | Jules | Main scene functional | + +**Phase 2 Completion:** 100% ✅ +**Date Completed:** 2026-05-31 + +--- + +## Phase 3: CI/CD & Documentation ✅ COMPLETE + +| Task | Issue | Status | Assignee | Notes | +|------|-------|--------|----------|-------| +| 3.1 Update CI Workflow | #83 | ✅ Done | Jules | Test suite in CI | +| 3.2 Pre-Push Script | #81 | ✅ Done | Jules | Full validation | +| 3.3 ARCHITECTURE.md | #80 | ✅ Done | Jules | Documentation | + +**Phase 3 Completion:** 100% ✅ +**Date Completed:** 2026-05-31 + +--- + +## Phase 4: Minimum Viable Gameplay 🎯 CURRENT + +### Sprint 1: Combat Core (Weeks 1-2) + +| Task | Issue | Status | Priority | Blocked By | Can Parallel With | +|------|-------|--------|----------|--------------|-------------------| +| 4.1 Combat Input System | #130 | ⏳ Ready | CRITICAL | None | 4.2, 4.7 | +| 4.2 Basic Enemy AI | #132 | ⏳ Ready | CRITICAL | None | 4.1, 4.7 | + +**Sprint 1 Goal:** Player can target and attack enemies; enemies can move and attack +**Definition of Done:** Combat actions work in isolation (no turn system yet) + +--- + +### Sprint 2: Turn System (Weeks 3-4) + +| Task | Issue | Status | Priority | Blocked By | Can Parallel With | +|------|-------|--------|----------|--------------|-------------------| +| 4.3 Turn Manager | #131 | ⚠️ Blocked | CRITICAL | 4.1, 4.2 | Nothing | + +**Sprint 2 Goal:** Full turn-based combat loop +**Definition of Done:** 1 player vs 3 enemies, turn order, AP economy, victory/defeat + +--- + +### Sprint 3: Content Foundation (Weeks 5-6) + +| Task | Issue | Status | Priority | Blocked By | Can Parallel With | +|------|-------|--------|----------|--------------|-------------------| +| 4.4 Room Loading System | #133 | ⚠️ Blocked | HIGH | 4.3 | 4.5 | +| 4.5 Enemy Variety | #135 | ⚠️ Blocked | HIGH | 4.2 | 4.4 | + +**Sprint 3 Goal:** Different rooms with different enemies +**Definition of Done:** 3-5 room layouts, 3 enemy types, encounter spawning + +--- + +### Sprint 4: Polish (Weeks 7-8) + +| Task | Issue | Status | Priority | Blocked By | Can Parallel With | +|------|-------|--------|----------|--------------|-------------------| +| 4.6 Combat HUD | #134 | ⚠️ Blocked | MEDIUM | 4.1, 4.3 | 4.7, 4.8 | +| 4.7 Settings Menu | #136 | ⏳ Ready | MEDIUM | None | 4.6, 4.8 | +| 4.8 Moral Choice UI | #137 | ⚠️ Blocked | MEDIUM | 4.1, 4.3 | 4.6, 4.7 | + +**Sprint 4 Goal:** Game feels polished and complete +**Definition of Done:** HUD shows stats, settings work, moral choices visible + +--- + +## Phase 4 Definition of Done + +After completing all Phase 4 tasks, a player can: + +1. ✅ Start a new game +2. ✅ Enter a combat room with different layouts +3. ✅ See 3 types of enemies (Grunt, Archer, Tank) +4. ✅ Take turns with enemies (initiative based on SPD) +5. ✅ Move and attack using AP +6. ✅ Defeat enemies or be defeated +7. ✅ See HP/AP on HUD +8. ✅ Make moral choices (spare/execute) +9. ✅ Configure settings + +**This is a Minimum Viable Gameplay loop!** + +--- + +## Current Sprint Status: Sprint 1 + +**Week:** 1-2 +**Focus:** Combat Input + Enemy AI +**Parallel Work:** + +- Agent 1: Task 4.1 (Combat Input) +- Agent 2: Task 4.2 (Enemy AI) +- Agent 3: Task 4.7 (Settings Menu) - *Independent task* + +**Next Milestone:** Turn Manager (Task 4.3) - Requires both 4.1 and 4.2 complete + +--- + +## Resource Allocation + +### Recommended Agent Distribution + +| Agent Role | Current Task | Next Task | Notes | +|------------|--------------|-----------|-------| +| **Gameplay Programmer** | 4.1 Combat Input | 4.3 Turn Manager | Core combat loop | +| **AI Programmer** | 4.2 Enemy AI | 4.5 Enemy Variety | AI + Content | +| **UI Programmer** | 4.7 Settings Menu | 4.6 Combat HUD | UI work | +| **Level Designer** | - | 4.4 Room Loading | Wait for 4.3 | + +--- + +## Dependency Graph + +```text +Phase 4A (Sprint 1-2): +├─ 4.1 Combat Input ──┐ +│ ├─→ 4.3 Turn Manager ──┐ +└─ 4.2 Enemy AI ──────┘ ├─→ 4.6 Combat HUD + │ ├─→ 4.8 Moral Choice + │ └─→ 4.4 Room Loading + └───────────────────────────────────────────→ 4.5 Enemy Variety + +Independent: +└─ 4.7 Settings Menu (can start anytime) +``` + +--- + +## Risk Tracking + +| Risk | Impact | Likelihood | Mitigation | Status | +|------|--------|-----------|------------|--------| +| Turn Manager complexity | High | Medium | Simple state machine, test early | 🟡 Watching | +| Agent availability | Medium | Medium | Monitor heartbeats, have backup | 🟡 Watching | +| Scope creep | High | High | Strict sprint boundaries | 🟡 Watching | +| Integration bugs | Medium | Medium | Test after each merge | 🟡 Watching | + +--- + +## Phase 5 Backlog (Future) + +### Phase 5 Status + +Waiting for Phase 4 completion before planning + +**Potential Areas:** + +- More enemy types (Mage, Assassin, Support) +- Skills/Abilities system +- Status effects (burn, stun, poison) +- Equipment/Loot +- Advanced AI (behavior trees) +- Narrative integration +- Audio/SFX +- Particle effects + +--- + +## How to Use This Board + +**For Jules (Developer):** + +1. Pick a task with ⏳ "Ready" status +2. Check "Blocked By" - ensure dependencies are done +3. Check "Can Parallel With" - coordinate with other agents +4. Update status to 🔄 "In Progress" when starting +5. Move to ✅ "Done" after PR merged + +**For You (Director):** + +1. Review board weekly +2. Check critical path (4.1 → 4.2 → 4.3) +3. Reprioritize if blockers arise +4. Plan next sprint when current one completes + +--- + +## Updates + +| Date | Changes | +|------|---------| +| 2026-06-03 | Created board with Phase 1-4 tasks | +| | Phase 1-3 marked complete | +| | Phase 4 tasks with dependencies mapped | + +--- + +*Last Updated: 2026-06-03* +*Next Review: After Sprint 1 completion (Week 2)*