loot-and-logic documentation
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Loot & Logic roadmap #
Loot & Logic progressed from a browser MVP through architecture and desktop-harness spikes into an engine reassessment. The current roadmap restores MVP gameplay parity before adding characters, deeper world design, 3D evaluation, or cooperative play. Every milestone ends in a human-playable build; automated protocol completion alone does not satisfy an exit condition.
Completed foundations #
- A validated
base → Wilds → stealth room → loot → return home → automate → harder runMVP with a continue decision from its first playtest. - A single-player-compatible authoritative simulation, versioned saves with migrations and backup recovery, spatial automation, data-authored stealth rooms, and durable multiplayer-session foundations.
- A versioned WebSocket command, snapshot, and delta protocol that remains the client boundary.
- A Godot 4.7.2 thin journey —
base → Wilds → Ore Vault → exact return → base— including durable local resume after a host restart. - 106 automated tests across the MVP/prototype, architecture, desktop-harness, and production suites.
Milestones #
Milestone 0 — Engine proof and architecture correction #
Complete the Godot proof gate (a packaged, keyboard-playable Wilds traversal) and select the production client from measured results. Babylon.js/Tauri remains the fallback proof if Godot misses a gate.
Milestone 1 — MVP gameplay parity #
Port the complete MVP journey into the selected client, preserving camera- centred Wilds rendering, terrain collision, both stealth rooms, loot return, base crafting and automation, tool use, failure, restart, and completion.
Milestone 2 — Title, start, and pause flow #
Title presentation, start menu, character and world selection, settings, credits, quit paths, autosave, and safe-exit feedback.
Milestone 3 — Character and world ownership #
Named character profiles with personal progression kept separate from world-owned state, and per-world LAN policies (closed by default, or open to LAN).
Milestone 4 — Controls and settings #
Action-based rebindable keyboard controls, settings stored outside character and world progression, and controller mappings after keyboard playability is stable.
Milestone 5 — Main Base run-through #
Physical base layout, safe-zone behaviour, machine acquisition, placement, movement, and connectivity, visible resource flow, and offline/catch-up production rules.
Milestone 6 — Wilds run-through #
Deterministic 2D chunk traversal, terrain passability, camera rules, chunk streaming, persistent edits, landmarks, discovery, hazards, gathering, and reasons to explore beyond finding logic rooms.
Milestone 7 — Logic rooms and loot progression #
Room difficulty tiers, reward families, entrance telegraphing, extraction and failure rules, and reusable authored-room content.
Milestone 8 — 3D Wilds decision #
A representative 3D slice compared directly against the complete 2D build — readability, feel, content cost, performance, and multiplayer replication — before any production quantities of 3D assets are started.
Milestone 9 — LAN cooperative loop #
LAN discovery for worlds opened to LAN, party entry, shared authority, loot ownership, extraction, disconnect and rejoin, and a two-player end-to-end loop.
Guardrails #
- No new cooperative mechanics until Milestone 1 passes.
- No character progression before character-owned and world-owned save data are specified.
- No production 3D asset pipeline before the Milestone 8 decision.
- No framework is declared successful from unit tests or scripted smoke tests alone.
- Every milestone includes a manual keyboard playthrough of the packaged build.
- Authoritative rules and versioned data are preserved unless a documented migration replaces them.