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Roadmap

Milestone 0: Project Foundation

  • Godot 4 project opens and runs.
  • Godot 4.6 project metadata exists.
  • Main battle scene loads a JSON battle.
  • Rules and presentation are separated enough to keep iterating.

Milestone 1: Playable Battle Prototype

  • Scenario briefing before battle.
  • Select player units.
  • Show move and attack ranges.
  • Show hover tile and unit information.
  • Show basic damage forecast.
  • Move, attack, wait, and end turn.
  • Enemy units take AI turns with movement, attacks, and basic tactic use.
  • Victory and defeat states are visible.
  • Scenario-defined victory and defeat conditions exist.
  • Destination victory conditions and objective map markers exist.
  • Turn-limit conditions and HUD turn-limit display exist.
  • Victory reward summary is visible.
  • Next-battle flow exists across the current thirty-seven-scenario campaign.
  • Campaign completion and new-campaign reset exist.
  • Reward inventory can be brought into the next battle.

Milestone 2: Cao Cao Zhuan-Style Combat Depth

  • Unit classes and class growth tables. Basic version exists.
  • Automatic class promotion routes. Basic level-threshold promotion exists for core first-tier battle classes.
  • Weapon, armor, and accessory slots. Basic stat bonuses exist.
  • Equipment rewards can be stored, displayed, and swapped from the battle HUD.
  • Terrain movement, defense, and avoid modifiers affect combat.
  • Skills, tactics, and MP. Multiple single-target damage/heal tactics, a skill list menu with range/power hints, and enemy tactic AI exist.
  • Consumable item use. Basic global inventory, Bean HP recovery, Wine MP recovery, item menu, preview, and target overlay exist.
  • Counterattacks exist. Support effects are still planned.
  • Battle EXP, level-ups, class promotion, and campaign roster persistence exist.

Milestone 3: Scenario Layer

  • Pre-battle briefing exists. Full dialogue scenes are still planned.
  • Scenario events exist for battle start, battle begin, turn start, and movement-triggered map tiles.
  • Mid-battle map/action events have a first action system with movement ambushes.
  • Opening battle dialogue exists through event actions.
  • Post-battle dialogue exists before the victory result panel.
  • Reinforcements and objective changes exist in a basic form.
  • 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.

Milestone 4: Campaign Progression

  • Party roster persistence has a first save-file skeleton.
  • Level, experience, and equipment persistence.
  • Chapter selection and save/load.
  • Linear thirty-seven-scenario campaign order exists.
  • Save reset exists.
  • Victory rewards, consumable counts, equipment stock, and equipped gear persist.
  • A basic pre-battle shop with scenario-specific stock exists. Sell-back and richer item management are still planned.
  • A basic pre-battle Armory exists for saved equipment changes before combat.
  • A basic pre-battle Roster exists for required officers, required scenario units, optional officers, and sortie limits.
  • A basic pre-battle Formation screen exists for scenario-defined starting cells.
  • Officer join/leave rewards, choice membership changes, and joined-officer deployment gates exist in a basic form.
  • Completed-save officer membership reconciliation exists for newly added join/leave rewards.
  • Post-battle choice ids are saved in a campaign ledger for safer branch reconciliation.
  • Pending post-battle choices survive reloads without replaying victory rewards.
  • Fourth-scenario content exists with Qingzhou recruitment for Dian Wei.
  • Fifth-scenario content exists with Dian Wei required in the Puyang raid and a new Lu Bu branch choice.
  • Sixth-scenario content exists with Dingtao branch reactions to the Puyang choice.
  • Seventh-scenario content exists with an emperor escort route, a protected envoy, a midroad ambush, and a destination victory condition.
  • Eighth-scenario content exists with a Wan Castle escape route, protected Cao Ang, 007 branch reactions, and a destination victory condition.
  • Ninth-scenario content exists with a Xiapi siege, flood-gate objective update, Lu Bu/Chen Gong pressure, and 008 branch reactions.
  • Tenth-scenario content exists with White Horse relief, Guo Jia as a joined strategist, Yan Liang's vanguard, and 009 branch reactions.
  • Eleventh-scenario content exists with Yan Ford pursuit, Wen Chou's countercharge, and 010 branch reactions.
  • Twelfth-scenario content exists with Guandu's main assault, Yuan Shao's army, and 011 branch reactions.
  • Thirteenth-scenario content exists with Wuchao depot raid, a burn-and-clear objective, and 012 branch reactions.
  • Fourteenth-scenario content exists with Cangting pursuit, Zhang He recruitment, and 013 branch reactions.
  • Fifteenth-scenario content exists with Ye outer defense, Zhang He as a deployable officer, and 014 branch reactions.
  • Sixteenth-scenario content exists with Ye inner siege, Zhang He deployment, and 015 branch reactions.
  • Seventeenth-scenario content exists with Ye surrender, last loyalist resistance, and 016 branch reactions.
  • Eighteenth-scenario content exists with Northern Pursuit, Yuan Shang's rearguard, and 017 branch reactions.
  • Nineteenth-scenario content exists with Nanpi pressure, Yuan Tan's outer defense, and 018 branch reactions.
  • Twentieth-scenario content exists with Nanpi surrender, Yuan Tan loyalists, and 019 branch reactions.
  • Twenty-first-scenario content exists with Bohai remnants, Yuan brothers' covering force, and 020 branch reactions.
  • Twenty-second-scenario content exists with Liaoxi pursuit, Yuan envoys, Wuhuan outriders, and 021 branch reactions.
  • Twenty-third-scenario content exists with White Wolf Mountain, Wuhuan riders, Yuan exile escorts, and 022 branch reactions.
  • Twenty-fourth-scenario content exists with Liaodong pursuit, Yuan fugitives, Liaodong border guards, and 023 branch reactions.
  • Twenty-fifth-scenario content exists with Xinye advance, Liu Bei's rearguard, Jing Province pressure, and 024 branch reactions.
  • Twenty-sixth-scenario content exists with Changban pursuit, Liu Bei's bridge guard, Zhang Fei pressure, and 025 branch reactions.
  • Twenty-seventh-scenario content exists with Jiangling chase, Jing Province storehouses, Liu Bei's retreat, and 026 branch reactions.
  • Twenty-eighth-scenario content exists with Xiakou pursuit, river harbor pressure, Sun-Liu coalition hints, and 027 branch reactions.
  • Twenty-ninth-scenario content exists with Red Cliffs fleet pressure, chained ships, coalition vanguard, and 028 branch reactions.
  • Thirtieth-scenario content exists with Red Cliffs fire ships, chained-fleet danger, coalition fire tactics, and 029 branch reactions.
  • Thirty-first-scenario content exists with Huarong retreat pressure, coalition roadblocks, Cao Cao's escape route, and 030 branch reactions.
  • Thirty-second-scenario content exists with Jiangling rearguard pressure, southern pursuit, retreat stabilization, and 031 branch reactions.
  • Thirty-third-scenario content exists with Tong Pass vanguard pressure, Ma Chao's riders, western pass control, and 032 branch reactions.
  • Thirty-fourth-scenario content exists with Ma Chao's counterstroke, Tong Pass fortification pressure, Han Sui alliance tension, and 033 branch reactions.
  • Thirty-fifth-scenario content exists with Wei River camp pressure, Ma Chao river assaults, Han Sui mistrust, and 034 branch reactions.
  • Thirty-sixth-scenario content exists with Wei River crossing pressure, Guanzhong foothold stakes, western alliance strain, and 035 branch reactions.
  • Thirty-seventh-scenario content exists with Guanzhong foothold pressure, Ma Chao's rearguard, split-alliance tension, and 036 branch reactions.

Milestone 5: Presentation

  • Portrait pipeline.
  • Unit sprites and animations.
  • Battle effects.
  • Music and sound.
  • Chapter UI and visual novel scenes.

Milestone 6: Content Expansion

  • Recreate a long campaign structure chapter by chapter.
  • Add historical officers, unique classes, and named equipment.
  • Balance maps through repeated playtesting.