Initial Godot tactical RPG prototype
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docs/ROADMAP.md
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# Roadmap
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## Milestone 0: Project Foundation
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- Godot 4 project opens and runs.
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- Main battle scene loads a JSON battle.
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- Rules and presentation are separated enough to keep iterating.
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## Milestone 1: Playable Battle Prototype
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- Scenario briefing before battle.
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- Select player units.
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- Show move and attack ranges.
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- Show hover tile and unit information.
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- Show basic damage forecast.
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- Move, attack, wait, and end turn.
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- Enemy units take AI turns with movement, attacks, and basic tactic use.
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- Victory and defeat states are visible.
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- Scenario-defined victory and defeat conditions exist.
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- Destination victory conditions and objective map markers exist.
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- Turn-limit conditions and HUD turn-limit display exist.
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- Victory reward summary is visible.
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- Next-battle flow exists across the current seventeen-scenario campaign.
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- Campaign completion and new-campaign reset exist.
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- Reward inventory can be brought into the next battle.
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## Milestone 2: Cao Cao Zhuan-Style Combat Depth
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- Unit classes and class growth tables. Basic version exists.
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- Automatic class promotion routes. Basic level-threshold promotion exists for core first-tier battle classes.
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- Weapon, armor, and accessory slots. Basic stat bonuses exist.
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- Equipment rewards can be stored, displayed, and swapped from the battle HUD.
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- Terrain movement, defense, and avoid modifiers affect combat.
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- Skills, tactics, and MP. Multiple single-target damage/heal tactics, a skill list menu with range/power hints, and enemy tactic AI exist.
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- Consumable item use. Basic global inventory, Bean HP recovery, Wine MP recovery, item menu, preview, and target overlay exist.
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- Counterattacks exist. Support effects are still planned.
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- Battle EXP, level-ups, class promotion, and campaign roster persistence exist.
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## Milestone 3: Scenario Layer
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- Pre-battle briefing exists. Full dialogue scenes are still planned.
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- Scenario events exist for battle start, battle begin, turn start, and movement-triggered map tiles.
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- Mid-battle map/action events have a first action system with movement ambushes.
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- Opening battle dialogue exists through event actions.
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- Post-battle dialogue exists before the victory result panel.
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- Reinforcements and objective changes exist in a basic form.
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- Post-battle reward save, campaign choice flags, and first flag-driven briefing/shop/event branches exist in a basic form. Rich reward screens and wider branch support are still planned.
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## Milestone 4: Campaign Progression
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- Party roster persistence has a first save-file skeleton.
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- Level, experience, and equipment persistence.
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- Chapter selection and save/load.
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- Linear seventeen-scenario campaign order exists.
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- Save reset exists.
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- Victory rewards, consumable counts, equipment stock, and equipped gear persist.
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- A basic pre-battle shop with scenario-specific stock exists. Sell-back and richer item management are still planned.
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- A basic pre-battle Armory exists for saved equipment changes before combat.
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- A basic pre-battle Roster exists for required officers, required scenario units, optional officers, and sortie limits.
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- A basic pre-battle Formation screen exists for scenario-defined starting cells.
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- Officer join/leave rewards, choice membership changes, and joined-officer deployment gates exist in a basic form.
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- Completed-save officer membership reconciliation exists for newly added join/leave rewards.
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- Post-battle choice ids are saved in a campaign ledger for safer branch reconciliation.
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- Pending post-battle choices survive reloads without replaying victory rewards.
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- Fourth-scenario content exists with Qingzhou recruitment for Dian Wei.
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- Fifth-scenario content exists with Dian Wei required in the Puyang raid and a new Lu Bu branch choice.
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- Sixth-scenario content exists with Dingtao branch reactions to the Puyang choice.
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- Seventh-scenario content exists with an emperor escort route, a protected envoy, a midroad ambush, and a destination victory condition.
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- Eighth-scenario content exists with a Wan Castle escape route, protected Cao Ang, 007 branch reactions, and a destination victory condition.
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- Ninth-scenario content exists with a Xiapi siege, flood-gate objective update, Lu Bu/Chen Gong pressure, and 008 branch reactions.
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- Tenth-scenario content exists with White Horse relief, Guo Jia as a joined strategist, Yan Liang's vanguard, and 009 branch reactions.
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- Eleventh-scenario content exists with Yan Ford pursuit, Wen Chou's countercharge, and 010 branch reactions.
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- Twelfth-scenario content exists with Guandu's main assault, Yuan Shao's army, and 011 branch reactions.
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- Thirteenth-scenario content exists with Wuchao depot raid, a burn-and-clear objective, and 012 branch reactions.
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- Fourteenth-scenario content exists with Cangting pursuit, Zhang He recruitment, and 013 branch reactions.
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- Fifteenth-scenario content exists with Ye outer defense, Zhang He as a deployable officer, and 014 branch reactions.
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- Sixteenth-scenario content exists with Ye inner siege, Zhang He deployment, and 015 branch reactions.
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- Seventeenth-scenario content exists with Ye surrender, last loyalist resistance, and 016 branch reactions.
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## Milestone 5: Presentation
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- Portrait pipeline.
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- Unit sprites and animations.
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- Battle effects.
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- Music and sound.
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- Chapter UI and visual novel scenes.
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## Milestone 6: Content Expansion
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- Recreate a long campaign structure chapter by chapter.
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- Add historical officers, unique classes, and named equipment.
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- Balance maps through repeated playtesting.
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