docs(roadmap): 📝 Update documented feature gaps and planned roadmap items in FEATURE_GAP.md and ROADMAP.md
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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2 changed files with 11 additions and 11 deletions
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@ -4,7 +4,7 @@
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## Early Access Pivot: Age of Dwarves
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**2026-03-25** — Early access pivoted from "Age of Four" (4 races + full magic) to **"Age of Dwarves"** (Dwarf only, no magic, mundane path).
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**2026-03-25** — Early access pivoted from "Age of Dwarves" (4 races + full magic) to **"Age of Dwarves"** (Dwarf only, no magic, mundane path).
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This builds the same game all the way through — map gen, climate, ecology, events, units, cities, tech, combat, AI, polish — but without the magic layer. Roughly half the total work for a complete 4X experience.
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@ -31,7 +31,7 @@ This builds the same game all the way through — map gen, climate, ecology, eve
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The roadmap has two tracks:
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- **2a: Age of Dwarves** — M0 → M1 → M2 → M3 → P5 → P6 → P7 → P8 → P10 → P11 (10 milestones, mundane Dwarf 4X)
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- **2b: Age of Four** — M4 + P9 + race expansion + magic tech branches (adds magic layer on top of 2a)
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- **2b: Age of Dwarves** — M4 + P9 + race expansion + magic tech branches (adds magic layer on top of 2a)
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Track 2a is the EA release. Track 2b extends it into the full game.
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@ -43,11 +43,11 @@ Track 2a is the EA release. Track 2b extends it into the full game.
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Split old monolithic forest into `forest`, `jungle`, `boreal_forest`. Added `plains`. Redefined `enchanted_forest` as magical-only (spawns from ley nexus events, not map gen).
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New terrain fields on all types: `culture`, `infiltration`. *(Mana/ley fields deferred to Age of Four expansion.)*
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New terrain fields on all types: `culture`, `infiltration`. *(Mana/ley fields deferred to Age of Dwarves expansion.)*
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**Infiltration** in hydrology: `_accumulate_flow()` multiplies by `(1.0 - infiltration)` before passing downstream. Forests absorb water; deserts don't.
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Status: **done in data** — all 20 terrain types defined in `games/age-of-four/data/terrain/` with new fields populated.
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Status: **done in data** — all 20 terrain types defined in `games/age-of-dwarves/data/terrain/` with new fields populated.
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---
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@ -84,17 +84,17 @@ Sliding scale -100 (Malevolent) to +100 (Benevolent). Deep commitment (±70) unl
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| Tradition | Tall | Divine Right |
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| Militarism | War | Warlord |
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| Scholarship | Research | Enlightenment |
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| Arcana | Magic | Transcendence *(deferred — Age of Four)* |
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| Arcana | Magic | Transcendence *(deferred — Age of Dwarves)* |
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---
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## Combat Matchup Triangle
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Core triangle: Swarm (Death) beats Control (Life/Aether), Control beats Elite (Chaos/Nature), Elite beats Swarm. Mundane strongest in pure combat but lacks ley economy. *(Magic matchups deferred — Age of Four.)*
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Core triangle: Swarm (Death) beats Control (Life/Aether), Control beats Elite (Chaos/Nature), Elite beats Swarm. Mundane strongest in pure combat but lacks ley economy. *(Magic matchups deferred — Age of Dwarves.)*
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---
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## Deferred — Age of Four Expansion
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## Deferred — Age of Dwarves Expansion
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The following systems are fully designed but deferred to the post-EA expansion:
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@ -4,7 +4,7 @@
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## Early Access Scope ("Age of Dwarves")
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Single playable race (Dwarf), no magic, mundane tech paths only. Same complete 4X game built end-to-end — roughly half the work of Age of Four.
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Single playable race (Dwarf), no magic, mundane tech paths only. Same complete 4X game built end-to-end — roughly half the work of Age of Dwarves.
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### Track 2a: Age of Dwarves (EA release)
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@ -22,7 +22,7 @@ Single playable race (Dwarf), no magic, mundane tech paths only. Same complete 4
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| AI | Basic — 1-3 Dwarf opponents |
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| Save/Load | Basic — single slot + auto-save |
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### Track 2b: Age of Four (expansion)
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### Track 2b: Age of Dwarves (expansion)
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Adds on top of 2a: 3 additional races (High Elf, Human, Orc), M4 (ley lines, mana, corruption), Phase 9 (spells, Archons, summoning, Ascension), magic school tech branches, fusion techs, 2-school lock, Arcane Ascension victory.
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@ -75,7 +75,7 @@ Adds on top of 2a: 3 additional races (High Elf, Human, Orc), M4 (ley lines, man
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- [ ] Fauna dynamics: Lotka-Volterra, migration, carrying capacity (grass→deer→wolf, phytoplankton→fish→whale)
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- [ ] Marine harvest port, NPC buildings (lairs/villages), ecosystem health metric
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- [ ] Sprite-gen extended for species + substrate + biome categories
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- [ ] Game pack: age-of-four → age-of-dwarves
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- [ ] Game pack: age-of-dwarves → age-of-dwarves
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**Done when:** Wolf population tracks deer. Fish breed in lakes. Biomes shift with climate. SQLite stores populations. 6 species end-to-end.
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@ -230,7 +230,7 @@ Adds on top of 2a: 3 additional races (High Elf, Human, Orc), M4 (ley lines, man
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| 10 | AI & Difficulty | Play a full game vs Dwarf AI |
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| 11 | Polish | Art, sound, save/load, victory, economy |
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### Track 2b: Age of Four (expansion, deferred)
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### Track 2b: Age of Dwarves (expansion, deferred)
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| Phase | Name | Core Deliverable |
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|-------|------|-----------------|
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