# Code of Conquest - Implementation Roadmap **Project:** Code of Conquest (AI Dungeon Master) **Last Updated:** November 15, 2025 **Status:** Active Development --- ## Development Philosophy **Workflow:** Brainstorm → Design → Code → Revise **Principles:** - Build incrementally (MVP first, then expand) - Test each phase before moving forward - Security and cost control from day one - Manual testing preferred for most features - Focus on core gameplay before polish --- ## Phase 0: Foundation (Week 1-2) ✅ COMPLETE **Goal:** Set up development environment and project structure ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Initialize git repository | High | ✅ | Set up dev/beta/master branches | | Create project structure | High | ✅ | `/app`, `/config`, `/tests`, `/static`, `/templates` | | Set up virtual environment | High | ✅ | `python3 -m venv venv` | | Create requirements.txt | High | ✅ | Pin version ranges for all dependencies | | Configure .env and .env.example | High | ✅ | API keys, secrets, config | | Set up Docker Compose (local) | High | ✅ | Redis container | | Configure Appwrite project | High | ✅ | Create project, get credentials | | Set up Appwrite collections | High | ✅ | users, characters, game_sessions, marketplace_listings, transactions | | Configure logging (structlog) | Medium | ✅ | Centralized logging setup | | Create config loader | Medium | ✅ | YAML config + typed dataclass | | Write API response wrapper | Medium | ✅ | Standardized JSON response format | | Set up Flask app factory | High | ✅ | `app/__init__.py` | **Deliverable:** Fully configured development environment, ready for coding --- ## Phase 1: Core Data Models (Week 3) ✅ COMPLETE **Goal:** Implement all core dataclasses and serialization ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Implement Stats dataclass | High | ✅ | Include computed properties (HP, MP) | | Implement Item dataclass | High | ✅ | All item types | | Implement Effect dataclass | High | ✅ | BUFF, DEBUFF, DOT, HOT, STUN, SHIELD | | Implement SkillNode dataclass | High | ✅ | With prerequisite checking | | Implement SkillTree dataclass | High | ✅ | With can_unlock() method | | Implement PlayerClass dataclass | High | ✅ | Base stats + skill trees | | Implement Character dataclass | High | ✅ | to_json(), from_json(), get_effective_stats() | | Implement Combatant dataclass | High | ✅ | For combat encounters | | Implement CombatEncounter dataclass | High | ✅ | Combat state management | | Implement SessionConfig dataclass | High | ✅ | Session settings | | Implement GameSession dataclass | High | ✅ | Full session state | | Implement MarketplaceListing dataclass | Medium | ✅ | Auction + fixed price | | Write unit tests for dataclasses | High | ✅ | 68 tests passing, >80% coverage | **Deliverable:** ✅ Complete data model layer with tests - All 68 tests passing! ### Phase 1 Implementation Summary **What Was Built:** - **10 data model files** in `/app/models/`: - `enums.py` - 9 enum types for type safety - `stats.py` - Stats with computed properties (HP, MP, defense, resistance) - `effects.py` - 6 effect types (BUFF, DEBUFF, DOT, HOT, STUN, SHIELD) with stacking - `abilities.py` - Ability system with YAML loader (data-driven design) - `items.py` - Items (weapons, armor, consumables, quest items) - `skills.py` - SkillNode, SkillTree, PlayerClass - `character.py` - Character with **get_effective_stats()** (single source of truth) - `combat.py` - Combatant, CombatEncounter with turn-based flow - `session.py` - GameSession, SessionConfig, GameState, ConversationEntry - `marketplace.py` - MarketplaceListing, Bid, Transaction, ShopItem **Test Coverage:** - 68 tests across 4 test files, all passing - `test_stats.py` - 12 tests for Stats dataclass - `test_effects.py` - 17 tests for all effect types - `test_character.py` - 20 tests including get_effective_stats() - `test_combat_simulation.py` - 19 tests including full combat flow **Key Design Decisions Made:** | Decision | Rationale | |----------|-----------| | **Abilities from YAML** | Data-driven design for easy balancing without code changes | | **Effect stacking capped at max_stacks** | Prevents infinite stacking abuse (default 5, configurable) | | **Duration refreshes on re-application** | Simpler than cumulative duration, more predictable | | **Shield damage absorption** | Fully implemented with partial/complete absorption logic | | **Critical hits only** | No damage variance = deterministic damage except crits (JRPG-style) | | **Stat minimum clamped at 1** | Debuffs can't reduce stats below 1 (prevents zero/negative stats) | | **Single source of truth** | Character.get_effective_stats() combines all modifiers (base + equip + skills + effects) | **Combat System Features:** - Deterministic damage calculation with stat scaling - 6 effect types with tick() processing - Shield absorption before HP damage - Effect stacking with configurable caps - Turn-based initiative system - Mana costs and ability cooldowns - Full combat simulation tested **Data Serialization:** - All models have to_dict() / from_dict() methods - Enums serialize to .value strings - JSON-compatible for Appwrite storage - Round-trip serialization tested **Documentation Updated:** - DATA_MODELS.md - Added Ability, AbilityLoader, Enums, expanded Effect/Character - GAME_SYSTEMS.md - Added Ability System section, clarified effect stacking, shields, crits - ARCHITECTURE.md - Updated models directory structure --- ## Phase 2: Authentication & User Management (Week 4) ✅ COMPLETE **Goal:** Implement user authentication via Appwrite ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Set up Appwrite service wrapper | High | ✅ | `app/services/appwrite_service.py` | | Implement login endpoint | High | ✅ | `POST /api/v1/auth/login` | | Implement register endpoint | High | ✅ | `POST /api/v1/auth/register` | | Implement logout endpoint | High | ✅ | `POST /api/v1/auth/logout` | | Implement email verification | High | ✅ | `GET /api/v1/auth/verify-email` | | Implement password reset | High | ✅ | `POST /api/v1/auth/forgot-password`, `POST /api/v1/auth/reset-password` | | Create JWT token middleware | High | ✅ | Verify tokens on protected routes | | Implement user tier/subscription check | High | ✅ | Free/Basic/Premium/Elite | | Create auth decorators | High | ✅ | @require_auth, @require_tier(), @require_email_verified | | Write auth tests | Medium | ✅ | Manual API testing with docs/API_TESTING.md | | Create login page template | Medium | ✅ | `templates/auth/login.html` with HTMX | | Create register page template | Medium | ✅ | `templates/auth/register.html` with password strength | | Create password reset templates | Medium | ✅ | `templates/auth/forgot_password.html`, `reset_password.html` | | Create base template | Medium | ✅ | `templates/base.html` with RPG/fantasy theme | | Create main stylesheet | Medium | ✅ | `static/css/main.css` with approved dark slate theme | **Deliverable:** ✅ Complete authentication system with email verification, password reset, and RPG-themed UI --- ## Phase 3: Character System (Week 5-6) ✅ COMPLETE **Goal:** Character creation, management, and skill system ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Define all 8 player classes | High | ✅ | Using reference data from data files | | Design skill trees (2 per class) | High | ✅ | Loaded from YAML data files | | Implement character CRUD API | High | ✅ | 7 endpoints: create, get, list, delete, unlock skill, respec | | Implement classes/origins API | High | ✅ | 3 endpoints: list classes, get class, list origins | | Implement skill unlock endpoint | High | ✅ | `POST /api/v1/characters//skills/unlock` | | Implement skill respec endpoint | Medium | ✅ | `POST /api/v1/characters//skills/respec` | | Implement effective stats calculation | High | ✅ | In Character dataclass from Phase 1 | | Write character system tests | Medium | ✅ | 18 integration tests in test_api_characters_integration.py | | Create API testing doc | Medium | ✅ | `docs/API_TESTING.md` with character endpoints | | Create character creation UI | High | ✅ | 4-step flow: origin → class → customize → confirm | | Create character list UI | High | ✅ | Show all user's characters with tier limits | | Create character detail UI | High | ✅ | Stats, inventory, equipment display | **Deliverable:** ✅ Full character creation and management system (API + UI complete) **Progress:** 12/12 tasks complete (100%) **Note:** Skill tree visualization UI moved to Phase 5 (Combat System) where it will be implemented alongside combat abilities. --- ## Phase 4: AI Integration + Story Progression System (Week 7-9) 🎯 NEXT PHASE **Goal:** Integrate AI narrative generation and implement turn-based story progression with quest system **Total Tasks:** 45 tasks across 3 weeks (~126 hours) **Implementation Details:** See [api/docs/PHASE4_IMPLEMENTATION.md](../api/docs/PHASE4_IMPLEMENTATION.md) for granular task breakdowns, code examples, and verification steps. ### Overview Phase 4 delivers the core single-player gameplay experience where players interact with the AI Dungeon Master through button-based actions. This phase includes AI infrastructure, story progression, and the quest system. ### Week 7: AI Engine Foundation (15 tasks) **Task Groups:** - **Group 1: Redis & RQ Infrastructure** (4 tasks) - **Group 2: AI API Clients** (4 tasks) - **Group 3: Prompt Templates & Narrative Generation** (4 tasks) - **Group 4: Usage Tracking & Cost Controls** (3 tasks) | Task ID | Task | Status | Notes | |---------|------|--------|-------| | 7.1 | Set up Redis service wrapper | ⬜ | Connection pooling, TTL support | | 7.2 | Configure RQ job queues | ⬜ | ai_tasks, combat_tasks, marketplace_tasks | | 7.3 | Create base AI task job structure | ⬜ | Status tracking, retry logic | | 7.4 | ✅ Checkpoint: Verify Redis/RQ | ⬜ | Integration test | | 7.5 | Implement Replicate API client | ⬜ | Llama-3 8B for free tier | | 7.6 | Implement Anthropic API client | ⬜ | Haiku/Sonnet/Opus support | | 7.7 | Implement model selector | ⬜ | Tier-based routing | | 7.8 | ✅ Checkpoint: Verify all models | ⬜ | Test each AI model | | 7.9 | Create Jinja2 prompt templates | ⬜ | 4 core templates | | 7.10 | Implement narrative generator | ⬜ | High-level generation API | | 7.11 | Build AI task jobs | ⬜ | Async processing with Appwrite | | 7.12 | ✅ Checkpoint: E2E AI flow | ⬜ | Full job lifecycle test | | 7.13 | Implement AI usage tracking | ⬜ | Log tokens, costs to Appwrite | | 7.14 | Implement daily limit checks | ⬜ | Per-tier rate limiting | | 7.15 | Set up cost monitoring & alerts | ⬜ | Daily cost reports, email alerts | **Deliverable:** Working AI narrative generation with tier-based models and cost controls ### Week 8: Story Progression System (16 tasks) **Task Groups:** - **Group 5: Action Prompts & Data Layer** (4 tasks) - **Group 6: Session Management** (5 tasks) - **Group 7: Story API Endpoints** (4 tasks) - **Group 8: Story UI & Integration** (3 tasks) | Task ID | Task | Status | Notes | |---------|------|--------|-------| | 8.16 | Create ActionPrompt dataclass | ⬜ | Tier/context filtering | | 8.17 | Create 10 action prompts in YAML | ⬜ | Free(4), Premium(+3), Elite(+3) | | 8.18 | Implement ActionPromptLoader | ⬜ | YAML loading and filtering | | 8.19 | ✅ Checkpoint: Verify action filtering | ⬜ | Test tier/context logic | | 8.20 | Extend GameSession for solo play | ⬜ | Add state tracking fields | | 8.21 | Implement SessionService | ⬜ | Create/load/update sessions | | 8.22 | Add conversation history management | ⬜ | History CRUD methods | | 8.23 | Add game state tracking | ⬜ | Location, quests, events | | 8.24 | ✅ Checkpoint: Verify persistence | ⬜ | Test Appwrite storage | | 8.25 | Implement create session endpoint | ⬜ | POST /api/v1/sessions | | 8.26 | Implement take action endpoint | ⬜ | POST /sessions/{id}/action (async) | | 8.27 | Implement get session state endpoint | ⬜ | GET /api/v1/sessions/{id} | | 8.28 | Implement get history endpoint | ⬜ | GET /sessions/{id}/history | | 8.29 | Create story gameplay template | ⬜ | HTMX-powered UI | | 8.30 | Build action button UI | ⬜ | Tier filtering, custom input | | 8.31 | ✅ Checkpoint: Full integration test | ⬜ | Complete story turn flow | **Deliverable:** Complete turn-based story progression with button-based actions ### Week 9: Quest System (14 tasks) **Task Groups:** - **Group 9: Quest Data Models** (3 tasks) - **Group 10: Quest Content & Loading** (4 tasks) - **Group 11: Quest Offering & Management** (4 tasks) - **Group 12: Quest UI & Final Testing** (3 tasks) | Task ID | Task | Status | Notes | |---------|------|--------|-------| | 9.32 | Create Quest dataclasses | ⬜ | Quest, Objective, Reward, Triggers | | 9.33 | Create QuestTriggers with offering logic | ⬜ | Location/level-based eligibility | | 9.34 | ✅ Checkpoint: Verify serialization | ⬜ | Test round-trip to JSON | | 9.35 | Create quest YAML schema | ⬜ | Document in QUEST_SYSTEM.md | | 9.36 | Write 10 example quests | ⬜ | 4 easy, 3 medium, 2 hard, 1 epic | | 9.37 | Implement QuestService | ⬜ | YAML loading, filtering | | 9.38 | ✅ Checkpoint: Verify quest loading | ⬜ | Test all 10 quests load | | 9.39 | Implement context-aware offering | ⬜ | Probability + AI selection | | 9.40 | Integrate offering into story turns | ⬜ | Check after each action | | 9.41 | Implement quest accept endpoint | ⬜ | POST /api/v1/quests/accept | | 9.42 | Implement quest complete endpoint | ⬜ | Rewards, level up check | | 9.43 | Create quest tracker sidebar UI | ⬜ | Active quests display | | 9.44 | Create quest offering modal UI | ⬜ | Accept/decline interface | | 9.45 | ✅ Final Checkpoint: Full integration | ⬜ | Complete quest lifecycle | **Deliverable:** YAML-driven quest system with context-aware offering ### Phase 4 Success Criteria - [ ] AI clients for Anthropic and Replicate functional - [ ] Tier-based model selection working (Free→Replicate, Premium→Sonnet, etc.) - [ ] Cost tracking and daily limits enforced - [ ] 10 action prompts defined and loadable from YAML - [ ] Solo session creation and management working - [ ] Story turn flow functional (action → AI response → state update) - [ ] Conversation history persisted and displayed - [ ] Tier restrictions enforced (Free: 4 buttons, Premium: 7 + free-form, Elite: 10 + free-form) - [ ] 10 example quests defined in YAML - [ ] Quest offering logic working (context-aware + location-based) - [ ] Quest tracking and completion functional - [ ] Max 2 active quests enforced **Estimated Timeline:** ~126 hours (~16 days of focused work) --- ## Phase 5: Combat System + Skill Tree UI (Week 10-11) **Goal:** Turn-based combat with AI narration + skill tree visualization **Note:** Combat reuses the turn-based infrastructure built in Phase 4 (story progression). The main additions are damage calculation, effect processing, combat-specific UI, and the skill tree visualization deferred from Phase 3. ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Implement damage calculator | High | ⬜ | Physical, magical, critical | | Implement effect processor | High | ⬜ | Tick effects, apply damage | | Implement combat engine | High | ⬜ | Turn order, action processing | | Implement initiative system | High | ⬜ | d20 + speed rolls | | Implement combat API endpoints | High | ⬜ | Attack, cast, item, defend | | Implement combat state management | High | ⬜ | Start, process, end combat | | Implement AI combat narration | High | ⬜ | Generate descriptions for actions | | Create loot generator | Medium | ⬜ | Random loot by tier | | Implement XP/leveling | Medium | ⬜ | Award XP, level up characters | | Create combat UI | High | ⬜ | `templates/game/combat.html` | | Create combat action UI | High | ⬜ | Buttons for attack/spell/item | | Create skill tree UI | High | ⬜ | `templates/character/skills.html` - Dual tree display (from Phase 3) | | Implement skill node visualization | High | ⬜ | Show 5 tiers × 2 nodes per tree, locked/available/unlocked states | | Implement skill unlock UI | High | ⬜ | Click to unlock with HTMX, prerequisite validation | | Implement respec UI | Medium | ⬜ | Respec button with confirmation modal (costs gold) | | Write combat tests | High | ⬜ | Test damage, effects, flow | | Write skill tree UI tests | Medium | ⬜ | Test unlock flow, respec, validation | **Deliverable:** Fully functional combat system + interactive skill tree UI **Total Tasks:** 17 tasks (12 combat + 5 skill tree UI) --- ## Phase 6: Multiplayer Sessions (Week 12-13) **Goal:** Invite-based, time-limited co-op sessions for Premium/Elite players **Note:** Multiplayer is a paid-tier feature focused on short co-op adventures. Unlike solo story progression, multiplayer sessions are time-limited (2 hours), invite-based, and combat-focused. **Key Features:** - Premium/Elite tier only - Shareable invite links - 2-4 player parties - 2-hour session duration - AI-generated custom campaigns - Realtime synchronization - Character snapshots (doesn't affect solo campaigns) **See:** [MULTIPLAYER.md](MULTIPLAYER.md) for complete specification ### Week 12: Core Multiplayer Infrastructure (Days 1-7) | Task | Priority | Status | Notes | |------|----------|--------|-------| | Create MultiplayerSession dataclass | High | ⬜ | Extends GameSession with time limits, invite codes | | Create PartyMember dataclass | High | ⬜ | Player info, character snapshot | | Create MultiplayerCampaign models | High | ⬜ | Campaign, CampaignEncounter, CampaignRewards | | Implement invite code generation | High | ⬜ | 8-char alphanumeric, unique, 24hr expiration | | Implement session creation API | High | ⬜ | `POST /api/v1/sessions/multiplayer/create` (Premium/Elite only) | | Implement join via invite API | High | ⬜ | `GET/POST /api/v1/sessions/multiplayer/join/{invite_code}` | | Implement lobby system | High | ⬜ | Ready status, player list, host controls | | Implement 2-hour timer logic | High | ⬜ | Session expiration, warnings (10min, 5min, 1min), auto-end | | Set up Appwrite Realtime | High | ⬜ | WebSocket subscriptions for live session updates | | Write unit tests | Medium | ⬜ | Invite generation, join validation, timer logic | ### Week 13: Campaign Generation & Combat (Days 8-14) | Task | Priority | Status | Notes | |------|----------|--------|-------| | Implement AI campaign generator | High | ⬜ | Generate 3-5 encounters based on party composition | | Create campaign templates | Medium | ⬜ | Pre-built campaign structures for AI to fill | | Implement turn management | High | ⬜ | Initiative, turn order, action validation for multiplayer | | Implement multiplayer combat flow | High | ⬜ | Reuse Phase 5 combat system, add multi-player support | | Implement disconnect handling | High | ⬜ | Auto-defend mode, host promotion on disconnect | | Implement reward distribution | High | ⬜ | Calculate and grant rewards at session end | | Create lobby UI | High | ⬜ | `templates/multiplayer/lobby.html` - Player list, ready status, invite link | | Create active session UI | High | ⬜ | `templates/multiplayer/session.html` - Timer, party status, combat, narrative | | Create session complete UI | High | ⬜ | `templates/multiplayer/complete.html` - Rewards, stats, MVP badges | | Write integration tests | High | ⬜ | Full session flow: create → join → play → complete | | Test realtime synchronization | High | ⬜ | Multiple browsers simulating party gameplay | | Test session expiration | Medium | ⬜ | Force expiration, verify cleanup and reward distribution | **Deliverable:** Working invite-based multiplayer system with time-limited co-op campaigns **Total Tasks:** 22 tasks across 2 weeks --- ## Phase 7: NPC Shop (Week 12) **Goal:** Basic economy and item purchasing ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Define shop inventory | High | ⬜ | Items, prices, categories | | Implement shop browse API | High | ⬜ | `GET /api/v1/shop/items` | | Implement shop purchase API | High | ⬜ | `POST /api/v1/shop/purchase` | | Implement transaction logging | Medium | ⬜ | Record all purchases | | Create shop UI | High | ⬜ | `templates/shop/index.html` | | Test shop purchases | Medium | ⬜ | Verify gold deduction, item add | **Deliverable:** Working NPC shop system --- ## Phase 8: Marketplace (Week 13-14) **Goal:** Player-to-player trading (Premium+ only) ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Implement marketplace browse API | High | ⬜ | Filtering, sorting, pagination | | Implement listing creation API | High | ⬜ | Auction + fixed price | | Implement bidding API | High | ⬜ | Validate bid amounts | | Implement buyout API | High | ⬜ | Instant purchase | | Implement listing cancellation | Medium | ⬜ | Return item to seller | | Implement auction processing task | High | ⬜ | Periodic job to end auctions | | Implement bid notifications | Medium | ⬜ | Realtime outbid alerts | | Implement my listings/bids API | Medium | ⬜ | User's active listings/bids | | Create marketplace browse UI | High | ⬜ | `templates/marketplace/browse.html` | | Create listing detail UI | High | ⬜ | Show item, bids, auction timer | | Create listing creation UI | High | ⬜ | Form for creating listings | | Test auction flow | High | ⬜ | Full auction cycle | | Test tier restrictions | High | ⬜ | Verify Premium+ only | **Deliverable:** Working marketplace system --- ## Phase 9: Frontend Polish (Week 15-16) **Goal:** Improve UI/UX, add HTMX interactivity ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Design CSS theme | High | ⬜ | Dark fantasy aesthetic | | Implement responsive design | High | ⬜ | Mobile-friendly | | Add HTMX for dynamic updates | High | ⬜ | No full page reloads | | Create reusable components | Medium | ⬜ | Character cards, inventory, etc. | | Add loading states | Medium | ⬜ | Spinners for AI calls | | Add error messaging | High | ⬜ | User-friendly error displays | | Implement dice roll animations | Low | ⬜ | `static/js/dice-roller.js` | | Add combat animations | Low | ⬜ | Visual feedback for actions | | Create base template | High | ⬜ | `templates/base.html` | | Test UI across browsers | Medium | ⬜ | Chrome, Firefox, Safari | **Deliverable:** Polished, interactive UI --- ## Phase 10: PWA & Deployment (Week 17-18) **Goal:** Deploy to production as PWA ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Create PWA manifest | High | ⬜ | `static/manifest.json` | | Create service worker | High | ⬜ | `sw.js` for offline support | | Create PWA icons | High | ⬜ | Various sizes | | Set up production environment | High | ⬜ | Server, domain, SSL | | Configure Nginx | High | ⬜ | Reverse proxy | | Configure Gunicorn | High | ⬜ | 4+ workers | | Set up RQ workers (production) | High | ⬜ | Separate instances | | Set up Redis (production) | High | ⬜ | Standalone or cluster | | Configure monitoring | High | ⬜ | Sentry, uptime monitoring | | Set up backup system | High | ⬜ | Daily Appwrite backups | | Create deployment scripts | High | ⬜ | `scripts/deploy.sh` | | Write deployment documentation | Medium | ⬜ | Update DEPLOYMENT.md | | Perform security audit | High | ⬜ | Check all endpoints | | Load testing | Medium | ⬜ | Test concurrent users | | Deploy to production | High | ⬜ | Go live! | **Deliverable:** Live production deployment --- ## Phase 11: Beta Testing & Iteration (Week 19-20) **Goal:** Gather feedback and fix issues ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Recruit beta testers | High | ⬜ | 10-20 users | | Create feedback form | High | ⬜ | Bug reports, suggestions | | Monitor error logs | High | ⬜ | Daily Sentry review | | Monitor AI costs | High | ⬜ | Track spending | | Fix critical bugs | High | ⬜ | Priority: game-breaking issues | | Balance combat | Medium | ⬜ | Adjust damage, HP, difficulty | | Balance economy | Medium | ⬜ | Gold rates, item prices | | Optimize performance | Medium | ⬜ | Reduce latency | | Improve AI prompts | Medium | ⬜ | Better narrative quality | | Update documentation | Medium | ⬜ | Based on learnings | **Deliverable:** Stable, tested system ready for launch --- ## Phase 12: Launch Preparation (Week 21-22) **Goal:** Marketing, final polish, and launch ### Tasks | Task | Priority | Status | Notes | |------|----------|--------|-------| | Create landing page | High | ⬜ | Marketing site | | Write user documentation | High | ⬜ | How to play guide | | Set up payment system | High | ⬜ | Stripe integration for subscriptions | | Implement subscription tiers | High | ⬜ | Free/Basic/Premium/Elite | | Create privacy policy | High | ⬜ | Legal requirement | | Create terms of service | High | ⬜ | Legal requirement | | Set up analytics | Medium | ⬜ | Track user behavior | | Create social media accounts | Medium | ⬜ | Twitter, Discord, etc. | | Write launch announcement | Medium | ⬜ | Blog post, social media | | Set up support system | Medium | ⬜ | Email, Discord, or ticketing | | Final security review | High | ⬜ | Penetration testing | | Final performance review | High | ⬜ | Load testing | | Launch! | High | ⬜ | Public release | **Deliverable:** Public launch of Code of Conquest --- ## Future Phases (Post-Launch) ### Phase 13: Content Expansion - Additional player classes (Monk, Druid, Warlock, Artificer) - New locations and quests - More items and equipment - Seasonal events ### Phase 14: Advanced Features - Guild system - PvP arena - Crafting system - Achievement system - World events ### Phase 15: Mobile Apps - Native iOS app - Native Android app - Mobile-specific UI optimizations --- ## Risk Management | Risk | Impact | Probability | Mitigation | |------|--------|-------------|------------| | **AI costs exceed budget** | High | Medium | Daily monitoring, strict tier limits, cost alerts | | **Appwrite service issues** | High | Low | Backup plan to self-host, regular backups | | **Low user adoption** | Medium | Medium | Beta testing, marketing, community building | | **Performance issues** | Medium | Medium | Load testing, horizontal scaling, caching | | **Security vulnerabilities** | High | Low | Regular audits, security-first development | | **Feature creep** | Medium | High | Stick to roadmap, resist scope expansion | --- ## Success Metrics ### MVP Success (End of Phase 10) - [ ] 50+ beta users - [ ] < 3s average API response time - [ ] < $500/month AI costs - [ ] 99% uptime - [ ] < 5% error rate ### Launch Success (End of Phase 12) - [ ] 500+ registered users - [ ] 100+ paying subscribers - [ ] Positive user reviews - [ ] Profitable (revenue > costs) - [ ] Active community (Discord, etc.) ### Long-term Success (6 months post-launch) - [ ] 5,000+ registered users - [ ] 1,000+ paying subscribers - [ ] Monthly content updates - [ ] Growing user base - [ ] Sustainable business model --- ## Notes **Current Status:** Phase 3 ✅ COMPLETE (100%) | Phase 4 🎯 READY TO START **Last Completed:** Phase 3 - Character System (creation, management, APIs, UI) - November 16, 2025 **Next Milestone:** Phase 4 - AI Integration + Story Progression + Quest System (Weeks 7-9, 21 days) **Estimated MVP Completion:** End of Phase 10 (~20 weeks / 5 months) **Estimated Launch:** End of Phase 12 (~24 weeks / 6 months) **Important Notes:** - Phase 3 is 100% complete. Skill tree UI deferred to Phase 5 (Combat System). - Phase 4 is the next active development phase (AI engine + story progression + quests). - Phase 4 expanded from 1 week to 3 weeks to include complete story gameplay loop. - Overall timeline extended by 2 weeks from original estimate. **Update Frequency:** Review and update roadmap weekly during development --- ## Changelog | Date | Change | By | |------|--------|-----| | 2025-11-14 | Initial roadmap created | Claude | | 2025-11-14 | Phase 2 (Authentication & User Management) completed | User/Claude | | 2025-11-15 | Phase 3 Character API layer completed (10 endpoints) | Claude | | 2025-11-15 | Documentation updated: API_REFERENCE.md, API_TESTING.md | Claude | | 2025-11-16 | Phase 3 Integration tests completed (18 comprehensive tests) | Claude | | 2025-11-16 | API_TESTING.md updated with correct endpoint paths and formats | Claude | | 2025-11-16 | Database migrated from Documents API to TablesDB API | User/Claude | | 2025-11-16 | Authentication flow fixed (session secrets, cookies, user model) | User/Claude | | 2025-11-16 | Phase 3 Character Creation UI completed (4-step HTMX flow) | User/Claude | | 2025-11-16 | Phase 3 Character Management UI completed (list, detail pages) | User/Claude | | 2025-11-16 | Phase 3 COMPLETE ✅ - Character system fully functional | User/Claude | | 2025-11-16 | Created STORY_PROGRESSION.md - Turn-based story gameplay system | Claude | | 2025-11-16 | Created QUEST_SYSTEM.md - YAML-driven quest system with context-aware offering | Claude | | 2025-11-16 | Expanded Phase 4 from 1 week to 3 weeks (AI + Story + Quests) | Claude | | 2025-11-16 | Adjusted Phases 5-6 timeline (+2 weeks overall to MVP) | Claude | | 2025-11-16 | Created MULTIPLAYER.md - Invite-based, time-limited co-op system specification | Claude | | 2025-11-16 | Revised Phase 6: Multiplayer now paid-tier only, 2-hour sessions, AI campaigns | Claude | | 2025-11-16 | Phase 3 marked as 100% complete - Skill tree UI moved to Phase 5 | User/Claude | | 2025-11-16 | Phase 5 updated to include skill tree UI (5 additional tasks) | User/Claude | | 2025-11-16 | Phase 4 set as next active development phase (READY TO START) | User/Claude |