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Belt (canon: charges are the cost, the belt is the ammo): cards are CARD_TYPES indices consumed on play, next slides into the 2-slot hand; belt cap 8; HUD shows hand glyphs + upcoming-card ticks. Card pool grows to 4: SHOCKWAVE, HEATWAVE, DASH (impulse along held movement direction — aimable while frozen, no aim input), IGNITE (nearest-enemy heat spike past threshold). Rooms: spawn-budget waves (base 8 +4/room, 4 rooms/run); clear -> interstitial fork (CARD vs SCRAP +8) -> CARD opens a 3-option draft + scrap decline (+4) -> next room; final clear or mech destruction -> tally overlay (rooms/kills/scrap/chem) with relaunch on 1. Interstitial owns the pause while active; the hand yields input and time authority to it. Mech death now signals the run manager instead of hard-reloading. Chain semantics (same-tag surge / cross-tag chemistry trigger) deliberately deferred to M3. Smoke gate: belt consumption white-boxed in the card phase, _until moved to process_frame (physics awaits deadlock under pause), run phase covers clear->fork->draft->belt growth->room advance->tally. 3/3 green on nh3-dev headless 4.7.1.
55 lines
2.3 KiB
Markdown
55 lines
2.3 KiB
Markdown
# ROADMAP — U R M03
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## v1 target — public release candidate
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**v1.0 is the public release candidate** (operator ruling,
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2026-08-07) — never an internal milestone. Its capability list gets
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defined as pre-1.0 milestones complete; candidates stay in the
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parking lot until pulled onto the path. Internal milestones are 0.x,
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and dev commits stay untagged per the versioning policy.
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## Pre-1.0 milestones
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### M1 — greybox falsifier (DONE 2026-08-07)
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The playable slice that falsified the design's three core bets:
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1. Arena + positioning-only piloting ✓
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2. Auto-fire KINETIC build layer ✓
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3. Card layer: 2-slot hand, Freeze-charge banded card-time ✓
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4. KINETIC+HEAT chemistry row + authorship-loud feedback stack ✓
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5. Grunt swarm + self-heating burster (literal tag mirror) ✓
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6. Falsification playtest ✓ — bet 2 (card-freeze rhythm) confirmed;
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bet 1 (positioning) fixed via salvage pickups (validated, kept);
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bet 3 (chemistry delight) inconclusive, resolves at belt stage.
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Post-falsifier addition, same milestone: kill-fed charges + salvage
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drops + salvage-gated card levels (canon 2026-08-07).
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### M2 — run skeleton (BUILT 2026-08-07, playtest pending)
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1. Belt — cards consumed on play, next slides in; drafting refills ✓
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2. Card draft node — 3 options + scrap decline (canon pick anatomy) ✓
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3. Node fork between rooms — CARD vs SCRAP cache ✓
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4. Room sequencing — spawn-budget rooms (4/run), clear → node → next ✓
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5. Run end — tally overlay + relaunch; death routes there too ✓
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6. Two new greybox cards (DASH, IGNITE) so drafting has texture ✓
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Operator playtest verdict pending. Chain semantics (same-tag surge /
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cross-tag chemistry trigger) deliberately NOT in M2 — M3 candidate.
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### M3 — (next: operator decision pending)
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Candidates: chain semantics + third tag (VOLT); tuning pass; base
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stub (meta persistence between runs).
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## Parking lot (post-greybox)
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Everything else, including: remaining 9 chemistry rows + 5 surges;
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node map / run structure; belt + full hand; keystones; base layer;
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salvage economy; drives/transits; zones; bosses; art pass (sprite
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grid test 32–48px); audio; naming pass (tags, modules, rigs); in-card
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randomness (parked 2026-08-07, belt-stage question); enemy factions
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as tag dialects; tuning knobs (CONCEPT.md § Open questions #2). None
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of it enters this repo until pulled onto a milestone.
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