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# Development Roadmap

## Project Vision

Build a sophisticated space strategy game that combines orbital mechanics,
supply chain warfare, and non-kinetic combat into a compelling single-player
experience with optional multiplayer support.

## Success Criteria

- **Technical**: Clean architecture, <2s turn processing, 60 FPS rendering
- **Gameplay**: 15-20 hour campaign, 2+ distinct AI personalities
- **Quality**: >80% test coverage, <0.1% crash rate
- **Timeline**: Playable alpha in 6 months, beta in 9 months, release in 12
  months

## Development Phases

### ๐Ÿ—๏ธ Phase 1: Foundation (Months 1-3)

**Goal**: Establish technical foundation and core game loop

#### Sprint 1: Project Setup (Week 1-2)

- [x] Documentation structure
- [x] Technology stack selection
- [x] Database schema design
- [x] API contracts definition
- [ ] Development environment setup
- [ ] CI/CD pipeline configuration
- [ ] Basic project scaffolding

#### Sprint 2: Core Infrastructure (Week 3-4)

- [ ] Next.js app with routing
- [ ] Nest.js API structure
- [ ] PostgreSQL + Prisma setup
- [ ] Redis integration
- [ ] WebSocket configuration
- [ ] Authentication system
- [ ] Basic error handling

#### Sprint 3: Game State Management (Week 5-6)

- [ ] Game entity models
- [ ] Turn processing pipeline
- [ ] State persistence
- [ ] Event sourcing system
- [ ] Snapshot mechanism
- [ ] Basic validation

#### Sprint 4: Basic UI (Week 7-8)

- [ ] Main menu interface
- [ ] Game lobby
- [ ] Basic game canvas
- [ ] System visualization
- [ ] Fleet representation
- [ ] Debug overlay

#### Sprint 5: Orbital Mechanics (Week 9-10)

- [ ] 2-body physics implementation
- [ ] Deterministic calculations
- [ ] Trajectory planning
- [ ] Orbit visualization
- [ ] Movement validation
- [ ] Performance optimization

#### Sprint 6: Integration (Week 11-12)

- [ ] Frontend-backend integration
- [ ] Real-time updates via WebSocket
- [ ] Basic game flow
- [ ] Save/load functionality
- [ ] Error recovery
- [ ] Performance baseline

**Deliverables**:

- Working prototype with basic movement
- Documented API
- Test coverage >60%
- Performance benchmarks established

### โš™๏ธ Phase 2: Core Mechanics (Months 4-6)

**Goal**: Implement all core game systems

#### Sprint 7: Fleet System (Week 13-14)

- [ ] Fleet composition
- [ ] Movement orders
- [ ] Pathfinding algorithm
- [ ] Formation management
- [ ] Fuel consumption
- [ ] Supply requirements

#### Sprint 8: Combat System (Week 15-16)

- [ ] Combat resolution engine
- [ ] Weapon systems
- [ ] Damage model
- [ ] Shield/armor mechanics
- [ ] Combat visualization
- [ ] Battle reports

#### Sprint 9: Economy System (Week 17-18)

- [ ] Resource types
- [ ] Production chains
- [ ] Colony management
- [ ] Trade routes
- [ ] Supply networks
- [ ] Economic balance

#### Sprint 10: Technology Tree (Week 19-20)

- [ ] Research system
- [ ] Tech tree structure
- [ ] Unlock mechanics
- [ ] Technology effects
- [ ] UI for tech tree
- [ ] Balance testing

#### Sprint 11: UI Polish (Week 21-22)

- [ ] Improved game interface
- [ ] Order queuing
- [ ] Information panels
- [ ] Tooltips and help
- [ ] Responsive design
- [ ] Accessibility features

#### Sprint 12: AI Foundation (Week 23-24)

- [ ] Strategic AI framework
- [ ] Goal generation
- [ ] Decision making
- [ ] Resource management AI
- [ ] Basic combat AI
- [ ] Performance profiling

**Deliverables**:

- All core systems functional
- AI opponents playable
- Test coverage >70%
- Performance targets met

### ๐Ÿค– Phase 3: AI & Multiplayer (Months 7-9)

**Goal**: Advanced AI and multiplayer support

#### Sprint 13: Advanced AI (Week 25-26)

- [ ] AI personalities
- [ ] Adaptive strategies
- [ ] Diplomatic AI
- [ ] Economic optimization
- [ ] Fleet coordination
- [ ] Difficulty scaling

#### Sprint 14: Multiplayer Foundation (Week 27-28)

- [ ] Lobby system
- [ ] Game synchronization
- [ ] Latency compensation
- [ ] Reconnection handling
- [ ] Spectator mode
- [ ] Chat system

#### Sprint 15: Supply Chain Warfare (Week 29-30)

- [ ] Supply line mechanics
- [ ] Interdiction systems
- [ ] Economic warfare
- [ ] Resource denial
- [ ] Trade disruption
- [ ] Visualization

#### Sprint 16: Non-Kinetic Combat (Week 31-32)

- [ ] Electronic warfare
- [ ] Cyber attacks
- [ ] Propaganda system
- [ ] Morale mechanics
- [ ] Information warfare
- [ ] UI integration

#### Sprint 17: Discovery System (Week 33-34)

- [ ] Exploration mechanics
- [ ] Anomaly generation
- [ ] Research bonuses
- [ ] Random events
- [ ] Narrative elements
- [ ] Discovery UI

#### Sprint 18: Campaign Structure (Week 35-36)

- [ ] Mission framework
- [ ] Victory conditions
- [ ] Campaign progression
- [ ] Narrative integration
- [ ] Save system
- [ ] Achievement tracking

**Deliverables**:

- 2+ AI personalities
- Multiplayer prototype
- Campaign framework
- Test coverage >75%

### โœจ Phase 4: Polish & Release (Months 10-12)

**Goal**: Polish, optimize, and prepare for release

#### Sprint 19: Visual Polish (Week 37-38)

- [ ] Particle effects
- [ ] Combat animations
- [ ] UI animations
- [ ] Visual feedback
- [ ] Color schemes
- [ ] Accessibility options

#### Sprint 20: Audio System (Week 39-40)

- [ ] Sound effects
- [ ] Music integration
- [ ] Audio cues
- [ ] Volume controls
- [ ] Spatial audio
- [ ] Audio settings

#### Sprint 21: Tutorial & Onboarding (Week 41-42)

- [ ] Interactive tutorial
- [ ] Tooltips system
- [ ] Help documentation
- [ ] Video tutorials
- [ ] Practice scenarios
- [ ] Difficulty ramp

#### Sprint 22: Performance Optimization (Week 43-44)

- [ ] Rendering optimization
- [ ] Network optimization
- [ ] Database queries
- [ ] Bundle size reduction
- [ ] Load time improvement
- [ ] Memory management

#### Sprint 23: Balance & Testing (Week 45-46)

- [ ] Gameplay balance
- [ ] Difficulty tuning
- [ ] Bug fixes
- [ ] Compatibility testing
- [ ] Stress testing
- [ ] Security audit

#### Sprint 24: Release Preparation (Week 47-48)

- [ ] Marketing materials
- [ ] Store listings
- [ ] Documentation finalization
- [ ] Community setup
- [ ] Launch preparation
- [ ] Day-one patch

**Deliverables**:

- Release candidate
- Complete documentation
- Marketing materials
- Test coverage >80%
- Performance targets exceeded

## Risk Management

### Technical Risks

| Risk                       | Probability | Impact | Mitigation                            |
| -------------------------- | ----------- | ------ | ------------------------------------- |
| Physics determinism issues | Medium      | High   | Fixed-point math, extensive testing   |
| Performance bottlenecks    | Medium      | Medium | Early profiling, optimization sprints |
| State sync problems        | Low         | High   | Event sourcing, checksums             |
| Memory leaks               | Low         | Medium | Regular profiling, automated testing  |

### Project Risks

| Risk              | Probability | Impact | Mitigation                            |
| ----------------- | ----------- | ------ | ------------------------------------- |
| Scope creep       | High        | High   | Strict MVP definition, feature freeze |
| Timeline slippage | Medium      | Medium | Buffer time, parallel development     |
| Team availability | Low         | High   | Documentation, knowledge sharing      |
| Technical debt    | Medium      | Medium | Regular refactoring sprints           |

## Success Metrics

### Technical KPIs

- **Performance**: 60 FPS game rendering, <2s turn processing
- **Reliability**: <0.1% crash rate, 99.9% uptime
- **Quality**: >80% test coverage, <5 critical bugs
- **Scalability**: Support 100 concurrent games

### Game KPIs

- **Engagement**: >30 min average session
- **Retention**: >40% day-7 retention
- **Completion**: >20% campaign completion
- **Satisfaction**: >4.0/5.0 average rating

### Development KPIs

- **Velocity**: 80% sprint completion
- **Quality**: <10% bug reopening rate
- **Documentation**: 100% API coverage
- **Automation**: 90% automated testing

## Resource Allocation

### Team Roles

- **Lead Developer** (100%): Architecture, core systems, integration
- **Backend Developer** (100%): API, game logic, AI, database
- **Frontend Developer** (100%): UI, rendering, UX, animations
- **QA/Testing** (20%): Test automation, balance testing
- **Art/Design** (Contract): Assets, UI design, visual effects
- **Audio** (Contract): Music, sound effects

### Time Budget

- **Development**: 70% (coding, testing)
- **Planning**: 10% (design, architecture)
- **Debugging**: 10% (bug fixes, optimization)
- **Documentation**: 5% (code docs, guides)
- **Meetings**: 5% (standups, reviews)

## Communication Plan

### Regular Meetings

- **Daily Standup**: 15 min @ 10 AM
- **Sprint Planning**: 2 hours bi-weekly
- **Sprint Review**: 1 hour bi-weekly
- **Retrospective**: 30 min bi-weekly

### Documentation

- **Code**: Inline comments, JSDoc
- **API**: OpenAPI/Swagger
- **Architecture**: Mermaid diagrams
- **Decisions**: ADR format
- **Progress**: GitHub projects

### Tools

- **Communication**: Discord
- **Project Management**: GitHub Projects
- **Documentation**: Markdown in repo
- **Design**: Figma
- **Monitoring**: Grafana dashboards

## Post-Launch Roadmap

### Month 13-15: Stability & Polish

- Bug fixes based on player feedback
- Balance adjustments
- Quality of life improvements
- Performance optimizations
- Community features

### Month 16-18: Content Update

- New campaign missions
- Additional AI personalities
- New ship types
- Extended tech tree
- Map editor

### Month 19-24: Major Expansion

- Multiplayer ranked mode
- Procedural galaxy generation
- Mod support
- Steam Workshop integration
- Mobile version feasibility study

## Definition of Done

### Feature Complete

- [ ] Code implemented and reviewed
- [ ] Unit tests written (>80% coverage)
- [ ] Integration tests passing
- [ ] Documentation updated
- [ ] Performance benchmarks met

### Sprint Complete

- [ ] All stories accepted
- [ ] No critical bugs
- [ ] Demo prepared
- [ ] Retrospective completed
- [ ] Next sprint planned

### Release Ready

- [ ] All features complete
- [ ] Bug count <10 non-critical
- [ ] Performance targets met
- [ ] Documentation complete
- [ ] Marketing materials ready
- [ ] Store listings approved

## Contingency Plans

### If Behind Schedule

1. Reduce scope (cut nice-to-have features)
2. Extend timeline (max 2 months)
3. Bring in contractor help
4. Focus on MVP features only
5. Delay multiplayer to post-launch

### If Over Budget

1. Prioritize core features
2. Reduce visual polish
3. Use more stock assets
4. Delay marketing spend
5. Consider early access release

### If Technical Blockers

1. Simplify problem (reduce complexity)
2. Find alternative solution
3. Consult external experts
4. Use third-party libraries
5. Document as known limitation

---

_Last Updated: January 2024_ _Next Review: February 2024_

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