30 KiB
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 safetystats.py- Stats with computed properties (HP, MP, defense, resistance)effects.py- 6 effect types (BUFF, DEBUFF, DOT, HOT, STUN, SHIELD) with stackingabilities.py- Ability system with YAML loader (data-driven design)items.py- Items (weapons, armor, consumables, quest items)skills.py- SkillNode, SkillTree, PlayerClasscharacter.py- Character with get_effective_stats() (single source of truth)combat.py- Combatant, CombatEncounter with turn-based flowsession.py- GameSession, SessionConfig, GameState, ConversationEntrymarketplace.py- MarketplaceListing, Bid, Transaction, ShopItem
Test Coverage:
- 68 tests across 4 test files, all passing
test_stats.py- 12 tests for Stats dataclasstest_effects.py- 17 tests for all effect typestest_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/<id>/skills/unlock |
| Implement skill respec endpoint | Medium | ✅ | POST /api/v1/characters/<id>/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 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 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 |