66 lines
8.3 KiB
Markdown
66 lines
8.3 KiB
Markdown
# Roadmap
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Source of truth for scope is [`CLAUDE.md`](../CLAUDE.md). This tracks sequencing.
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## POC — the one question (charter §17)
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> **Does bounded AI dialogue feel alive, or does it feel like a chatbot in a costume?**
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Test that before building anything else. ~30 minutes of play.
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### POC scope
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- One town, **two NPCs** with authored knowledge lists
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- One dungeon: **three fights, one boss**
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- **Two companions:** Cadwyn, Brannoc
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- **Three playable classes:** Sellsword, Assassin, Priest
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- Luck fully wired: generation, drift, one shrine, one cursed item
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- Full proxy, full role split, full canon log
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- Authored fallback text for every AI surface
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### Out of scope (charter §17)
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AI-generated story skeletons · multiplayer (never) · mobile · credits/payments/auth · companions leaving · positional combat · more than three classes.
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## Sequencing
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Status: ✅ done · ▶ next · ○ planned. Each item is its own spec → plan → implementation cycle.
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Each carries its **§2 side** (state = code owns it · text = AI owns it · both = it is two systems), what it **depends on**, and the **milestone goal** it advances.
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The milestones are ordered to reach the POC's one question as early as possible, then build the game around a validated answer:
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| Milestone | Goal it proves |
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| **M0 — Foundations** ✅ | The contract and the client-side engine exist and are trustworthy. |
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| **M1 — Prove the server loop** ✅ | A real model sits behind `/dm/narrate` and the pipeline is reusable. |
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| **M2 — Prove aliveness** ◀ *here* | **Does bounded AI dialogue feel alive?** — the whole POC question (§17). |
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| **M3 — Make it a game** | The dialogue lives inside real stakes: a playable ~30-min dungeon slice. |
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| **M4 — POC ship-readiness** | Every AI surface degrades with a voice, never an error (§13). |
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---
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### M0 — Foundations ✅
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- ✅ **Canon log + origin JSON-Schema contract** — api validation, unified 422 envelope (Plan A). *§2: state · foundation.*
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- ✅ **Client canon log engine** — typed GDScript model (invariants in the model), new-game construction (origin + world + creation → canon log), turn-to-turn maintenance mutators, pure `[FACT]`/`[MOVE]`/`[ADJUST_DISPOSITION]` tag extractor (Plan B). *§2: state · depends on the contract.*
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### M1 — Prove the server loop ✅
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- ✅ **Narrator / Ollama pipeline (server)** — the shared server-side model-call pipeline (Ollama httpx client, role→model routing config, prompt loader + canon-log digest renderer, §10 call logging, single-retry → typed 502) wired through `/dm/narrate`. Non-streaming. Both phases landed: **(1) pipeline foundation** (`config`/`routing`/`prompts`/`ollama_client`/`call_log`), **(2) Narrator online** (authored `narrator.md` body + `narrate` service + gated live smoke). Server returns raw prose; the client extracts tags. **The other four roles become thin drop-ins on this pipeline.** Live wire proven against qwen3.5; 49 tests. Merged to `dev` (`ddc00d4`). *§2: text · depends on the contract.*
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### M2 — Prove aliveness ◀ *(the POC's one question)*
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- ✅ **Client HTTP loop** — client posts its canon log to `/dm/narrate`, displays the prose, harvests `[FACT]` via its `TagExtractor` into its own log, and shows the degraded-DM authored fallback (§13) on any non-200. First end-to-end vertical slice: **state → HTTP → model → prose → screen → fact-harvest.** Pure `DmService` core behind an injectable transport seam; throwaway harness scene for the first on-screen prose. **Live-proven** against qwen3.5 through Docker (grounded scene prose, no numbers per §7). 67/67 client tests; merged to `dev` (`b949cd2`). Surfaced + fixed two Docker-dev gaps in M1 (prompts not packaged, no container→host-Ollama route) — M1's live proof had been venv-on-host only. *§2: state (client owns the loop, consumes text) · goal: put the Narrator on screen.*
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- ✅ **Bounded NPC conversation** — `/npc/speak` with server-owned persona + `knowledge[]` (spoilers stay off the client) and client-computed `available_moves[]`; the client validates each emitted move against live state, applies the valid, silently drops the invalid, and always keeps the prose (§6). Server role is a thin drop-in on the M1 pipeline (`npc.run` mirrors `narrate.py`); the client added a pure `MoveValidator` (membership is the whole test) + a `MoveApplier` that writes town-NPC disposition to `GameState.npc_dispositions` (not the party log), plus `NpcContent.available_moves` as the single legality home. Free text goes straight to the NPC prompt (no Adjudicator needed — the moves are the NPC's). **Live-proven** against qwen3.5: Fenn answered in-voice, grounded strictly in his authored knowledge, no Luck leak (§7), with `reveal`/`offer_quest` moves landing. The live smoke also caught two real tag-format drifts a unit test can't — paren-less zero-arg moves and a dropped `MOVE:` prefix leaking into prose — both fixed by making `TagExtractor` tolerant/scrub-safe (backward-compatible; narrator path unaffected). Built on `feature/npc-conversation`; awaiting the human's `--no-ff` merge to `dev` (§18). *§2: both (text = the NPC's voice · state = the validated moves) · goal: answer the one question.*
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- ▶ **Streaming** (§14) — server streams Ollama → client; latency reads as *the DM is speaking* rather than *the game is frozen*, hiding the ~2s call. **Gated on aliveness:** landed only after the dialogue experiment above says the prose is worth polishing. Additive to `ollama_client` (shaped for it) + an SSE/chunked response + the client stream consumer. *§2: text · depends on the client loop · goal: polish, not proof.*
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### M3 — Make it a game *(the playable ~30-min slice — dungeon first, per the sequencing call)*
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- ○ **Adjudicator** — `/dm/adjudicate`: free text → a legal action or an in-world rejection, **strict JSON** (§12), small/fast model, the one-retry-with-error-appended path. Unlocks the hybrid input model (§15) the playable slice needs — the "what do you do?" boundary. *§2: both (text = the in-world reason · state = the chosen action) · depends on the pipeline · goal: free-text world actions.*
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- ○ **Combat** — deterministic, seeded per encounter from save state (§10); positionless turn-based; resource-management as the one interesting axis; Luck influences only crit thresholds + borderline status checks (§7). The dungeon: **three fights, one boss.** Combat flavor text is async, optional Narrator calls (reuses M1). "Ship the boring one" (§10) — mostly state work, low AI risk. *§2: state (flavor text = a thin AI layer on top) · depends on the pipeline for flavor · goal: real stakes.*
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- ○ **Luck fully wired** — generation exists (Plan B); this adds **drift events** (sleeping in a real bed, a shrine's blessing, killing something praying), **one shrine**, **one cursed item** (e.g. +STR / −LCK). Visible only in prose, never as a number (§7). Gates the Improviser. *§2: state · depends on the item + event systems · goal: the signature system, live.*
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- ○ **Improviser** — `/dm/improvise`: minor off-script events, **§7-sandboxed by construction** — output passes a validator that can only apply a whitelisted set of state changes (dignity, never progress; structurally incapable of ending a quest). Fires on Luck; hooks Cadwyn. *§2: both (text = the event · state = the whitelisted change) · depends on Luck being wired · goal: bad luck as a story, not a fine.*
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- ○ **Banter** — `/party/banter`: companions comment on recent events; low stakes, high charm, **aggressively cacheable**; reads Brannoc's humiliation log (§9), stacking not overwriting. Prose only, no tags. The cheapest role, landed last. *§2: text · depends on the humiliation log (Plan B) + events to comment on · goal: the comedy loop closes.*
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### M4 — POC ship-readiness
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- ○ **Authored fallback text — full sweep** — every AI-dependent surface has authored fallback *content* (§13), written as writing, not error handling. Each role lands with its own fallback; this is the final pass that guarantees no surface can show the player an error. *§2: text · depends on every surface existing · goal: a degraded DM still has a voice.*
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### Deferred beyond POC
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Replicate provider (prod) · auth · metering · credits/payments (§4) — retrofit onto the pipeline later, the game doesn't notice. AI-generated story skeletons (v2 — the seeded story is authored for now).
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