Roadmap
Phase 0 — Foundation (Current)
Section titled “Phase 0 — Foundation (Current)”Core engine and gameplay loop.
Implemented
Section titled “Implemented”- Adventure mode — direct WASD character control
- Overseer mode — RTS-style camera, unit selection, commands
- Mode switching (Adventure / Overseer)
- Procedural world generation with 16-step climate pipeline
- 22 biome types
- Z-level navigation with stairs
- Block mining and placement with z-level targeting
- Inventory and hotbar system
- Unit commands — MoveTo, Build, Demolish, Pickup
- A* pathfinding for units
- Global task queue with auto-assignment to idle units
- Companion system — Follow, Station behaviors
- Shadowcasting field of view
- Dynamic lighting with light sources
- Surface index and grounding system
- TCP debug server and kinswardctl CLI (40+ commands)
- Region map export (PNG, ASCII, stats)
- Headless world generation binary (worldgen)
- Data-driven blocks and items (RON format)
- Zone operations (bulk build/demolish)
- Unit possession (control any Colony unit)
- Save/Load system (async save, entity persistence, autosave rotation)
- Crafting system (12 recipes, 4 stations, proximity detection)
- Race system — data-driven races (Dwarf, Goblin, Skeleton, Human, Deer, Wolf)
- Trait system — 8 innate traits assigned at spawn
- Name generation — compound names from racial syllable tables
- World name — procedurally generated, used as default save name
- UI system — dark theme, floating panels, HUD, InputRegistry, UiAnimator
- Map view — dedicated mode with layer switching, zoom, and pan
- Admin menu — debug-only panel for game administration
In Progress
Section titled “In Progress”- Vegetation rendering (trees, bushes, tall grass)
- Expanded block type library
Phase 1 — Crafting & Resources
Section titled “Phase 1 — Crafting & Resources”- Crafting recipe system
- Production buildings (workshops, smelters, sawmills)
- Resource processing chains (wood → boards, ore → ingots)
- Textured tile rendering (replace color-based sprites)
- Expanded item types
Phase 2 — Colony Management
Section titled “Phase 2 — Colony Management”- Overseer UI panels — Settlement Bar, Toolbar, Unit List, Unit Detail, Build Menu
- Building blueprints and templates
- Stockpile zones
- Farming and food production
Phase 3 — Living World
Section titled “Phase 3 — Living World”- Non-player AI behaviors (idle routines, needs)
- Enemy AI (aggression, raiding)
- Neutral NPCs and trading
- Animal husbandry
- Weather and seasonal cycles
- Fall damage
- Ramps and ladders