112 lines
7.7 KiB
Markdown
112 lines
7.7 KiB
Markdown
# 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-five-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-five-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.
|
|
|
|
## 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.
|