docs: update roadmap — mark overnight work complete, reorder backlog
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@ -8,39 +8,19 @@ A living document tracking planned features, improvements, and ideas. Items move
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## In Progress / Next Up
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### Bugs & Quick Fixes
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- [ ] **Dice overlay blocks interaction** — 3D dice canvas captures all pointer events; non-covered areas should remain interactive while dice are rolling
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- [ ] **Fog slider alpha not wired** — AtmospherePanel intensity slider not connected to fog CSS opacity
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### Spellcasting System *(major feature)*
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Shadowdark uses no spell slots — spells are cast with a check (1d20 + INT/WIS vs DC 10 + tier). Failure exhausts the spell until rest. Full mechanics from the Player Quickstart:
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- [ ] Spell database (Tier 1–2 complete from quickstart; extensible to Tier 3–5)
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- [ ] Spellcasting check mechanic with success/fail/crit tracking
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- [ ] Per-spell "exhausted until rest" state on failure
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- [ ] Focus spell tracking — active focus indicator, maintenance check prompts
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- [ ] Wizard mishap table on crit fail (d12, tier-dependent)
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- [ ] Priest penance tracking on crit fail (spell locked until penance paid; cost by tier)
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### Character Creation Improvements
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- [ ] Stat rolling UI — 3d6 per stat with individual reroll buttons
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- [ ] Background selection/roll — d20 table (Urchin, Soldier, Acolyte, etc.)
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- [ ] HP calculation from class HD + CON on create and level up
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- [ ] Starting gold display — 2d6 × 5 gp shown during creation
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### Leveling & Progression
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- [ ] XP threshold fix — next level = current level × 10 (10 XP for lvl 2, 20 for lvl 3, etc.)
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- [ ] Talent roll UI on level up — 2d6 on class table, with stacking support
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- [ ] Title auto-update from class + alignment + level lookup table
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- [ ] **Talent roll UI on level up** — 2d6 on class table, with stacking support; currently talents are added manually
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### Gameplay Tools
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- [ ] **Initiative tracker** — turn order display, DM-managed, synced via socket
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- [ ] **Death timer** — dying state: 1d4 + CON rounds, d20 each turn to rise at 1 HP
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- [ ] **Conditions / status effects** — poisoned, stunned, dying, etc. shown on character cards (DB tables exist from spellcasting work)
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---
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## Planned
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### Gameplay Tools
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- [ ] **Initiative tracker** — turn order display, DM-managed, synced via socket
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- [ ] **Conditions / status effects** — poisoned, stunned, dying, etc. shown on character cards
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- [ ] **Death timer** — dying state: 1d4 + CON rounds, d20 each turn to rise at 1 HP
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- [ ] **Party loot / shared inventory** — campaign-level shared pool, DM-managed
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### Metrics & Analytics *(Prometheus + Grafana)*
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@ -79,6 +59,13 @@ Stack: Prometheus (metrics collection) + Grafana (dashboards). Server emits metr
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---
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## Completed
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- [x] Dice overlay fix — canvas no longer blocks pointer events during animation
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- [x] Fog intensity slider — wired to CSS opacity
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- [x] Title auto-update — derived from class + alignment + level on every change
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- [x] Spellcasting system — 34 Tier 1-2 spells, 1d20 cast checks, exhaustion, Wizard mishap table (d12 auto-apply with undo), Priest penance, rest to recover, focus indicator on DM cards
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- [x] Character creation wizard — 4-step modal: name/class/ancestry → 3d6 stat rolling → background/alignment/deity → review (HP, gold, gear slots, title all derived)
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## Completed (older)
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- [x] Campaign CRUD with real-time sync (Socket.IO)
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- [x] Character CRUD — stats, gear, talents, HP, XP, currency
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- [x] Auto-calculated AC and derived attacks
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