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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 ### ๐๏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 ### โ๏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 ### ๐ค 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% ### โจ 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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