From f811e6054df19993047bc2a3995f8bbd14c6dbb4 Mon Sep 17 00:00:00 2001 From: Zwitschi Date: Mon, 2 Nov 2026 08:54:39 +0100 Subject: [PATCH] Expand the 0.9.5 release-candidate checklist Replace the remaining-gap table with v0.9.0 baselines and break the release candidate into detailed workstreams for content lock/playtests, balance, save migration, release engineering, legal/credits, documentation/visual sign-off and final QA. Sync the README development status to v0.9.0. --- README.md | 11 +++-- TODO.md | 140 ++++++++++++++++++++++++++++++++++++++++-------------- 2 files changed, 110 insertions(+), 41 deletions(-) diff --git a/README.md b/README.md index 68e7ad1..d1166fc 100644 --- a/README.md +++ b/README.md @@ -118,11 +118,12 @@ Full setup, every run/test/smoke command, and the controls table are in ## Development Status -v0.8.0 adds the first-shift tutorial, campaign shell, checkpoint resume, -difficulty presets and an in-game Help overlay on top of the v0.7.x venue, gear, -judge and Desktop HQ work. See [`docs/development-status.md`](docs/development-status.md) -for the implemented list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual -verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md). +v0.9.0 adds the production-quality baseline: mixer/accessibility settings, a +24-NPC performance budget and the documented Godot 4.3-CI/4.7-local matrix, on +top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See +[`docs/development-status.md`](docs/development-status.md) for the implemented +list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses +the [`docs/smoke-checklist.md`](docs/smoke-checklist.md). ## Development Workflow diff --git a/TODO.md b/TODO.md index 9f13963..185b34d 100644 --- a/TODO.md +++ b/TODO.md @@ -5,10 +5,11 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these ## Gap Analysis and v1.0.0 Roadmap -Baseline: **v0.8.1** (2026-11-01). Three playable venues, tutorial/campaign/checkpoint resume, -difficulty/help, a complete escalation/access/radio loop, shift review, the Blender asset library, -249 headless + 94 Python tests, a clean screen-design judge and an optional Forward+ Desktop HQ -build. This is a strong first-hour vertical slice, not yet a 1.0 product. +Baseline: **v0.9.0** (2026-11-01). Three playable venues, tutorial/campaign/checkpoint resume, +difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete +escalation/access/radio loop, shift review, the Blender asset library, 250 headless + 94 Python +tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong +release-candidate foundation, not yet a 1.0 product. ### Documentation audit (completed 2026-11-01) @@ -27,44 +28,111 @@ build. This is a strong first-hour vertical slice, not yet a 1.0 product. decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations (tooling/release docs). -### Gap register +### Gap register (remaining to 1.0) -| Area | Current baseline | Gap to 1.0 | Risk | Milestone | +| Area | Current baseline | Remaining gap | Risk | Milestone | | --- | --- | --- | --- | --- | -| First-hour experience | Venue menu and controls exist; no tutorial | No guided first shift, control coaching, objective recap or "what went wrong" debrief | New players bounce before the de-escalation loop lands | 0.8.0 | -| Campaign/progression | Venue selection and debug cycle | No career/venue order, unlocks, difficulty curve or persistent player progression | Shift loop feels like a tech demo rather than a game | 0.8.0 | -| Authored content | 3 venues, small event pools, one-line dialogue | Need a larger event matrix per venue, repeat/remix rules, failure/recovery events and more NPC dialogue | Repetition after a few shifts | 0.8.0 | -| NPC behavior | FSM intents, reactions, crowd/theater poses | Deeper negotiation, memory of earlier interactions, group dynamics, believable refusal/escalation edges | NPCs still feel deterministic/scripted | 0.8.0 | -| Access/evaluation | Recognition, wristbands/IDs/tickets/credentials, reputation/review | Fairness tuning, ambiguous cases, clearer evidence trail, richer grades and actionable feedback | Players cannot learn why a decision scored poorly | 0.8.0 | -| Shift lifecycle | Settings + completed-shift history persist | No mid-shift save/resume, pause-safe serialization, versioned save schema or replay | Interrupted sessions lose the run; future changes can break saves | 0.8.0 | -| Accessibility | Key remapping, gamepad, HUD font scale, shape escalation cue | Subtitles/captions, colour-independent cues, motion/audio sensitivity, text expansion, menu narration and full input alternatives need an audit | Public 1.0 cannot claim accessible play | 0.8.0–0.9.0 | -| Localization | English strings in `content/strings.en.json` | String extraction/coverage, pseudo-locale test, font fallback, text-length layout budgets and translator workflow | Text bugs and unsupported locales at release | 0.9.0 | -| Audio | Procedural crowd bed and radio crackle | Music/ambience direction, event SFX, voice/VO decision, caption hooks and mix budgets | Scene can feel silent/placeholder | 0.9.0 | -| Animation/presentation | Procedural poses, walk/idle theater, LOD impostor | More reaction/idle/negotiation poses, transitions, facial readability at portrait distance, camera-height decision | Cinematic close-ups expose the prototype layer | 0.9.0 | -| Performance/platform | 16-NPC budget measured headlessly; Compatibility default; optional Vulkan HQ | Target hardware matrix, 24-NPC profiling, draw-call/memory budgets, Web/HQ parity and frame-time regression gates | Crowded studio or Web drops frames | 0.9.0 | -| Content tooling | ScenarioFactory/.tres export, Blender manifest, asset audits | Schema validation, previews, event authoring workflow, reproducible asset rebuild notes and contributor onboarding | Content expansion becomes expensive/error-prone | 0.8.0–0.9.0 | -| QA/CI | Headless suite, smokes, screenshot compare, model-aware judge | End-to-end shift automation, full venue matrix, CI Godot-version strategy, manual judge budget and release checklist automation | Regressions escape or CI becomes non-reproducible | 0.9.0 | -| Release/legal | Tag-driven unsigned builds, Web zip, optional HQ | Signing/notarization, checksums, AI-asset provenance/licensing, credits, privacy/body-camera statement and storefront requirements | Public release blocked by trust/policy issues | 0.9.5 | -| Documentation | Layered docs consolidated; drift was found | Keep changelog/status/roadmap/ADR links synchronized per release; add contributor architecture tour | Docs become stale again | Continuous | +| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into 1.0 | 0.9.5 | +| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping | Final animation/readability acceptance and no remaining P0/P1 clipping in the release candidate | Close-up jank reduces perceived quality | 0.9.5 | +| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public 1.0 cannot claim accessible play | 0.9.5 | +| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.9.5 | +| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.5 | +| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.9.5 | +| QA/CI | Headless suite, smokes, screenshot compare, optional judge | Full release-candidate smoke matrix, final gallery/judge, CI/release dry run and checksums | Regressions escape the release gate | 0.9.5 | +| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.9.5 | +| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.5 | +| Post-launch | Stable 0.9 feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before launch | Post-1.0 | ## Milestone 0.9.5 — Release candidate -Goal: freeze content, prove it with external players, clear release/legal blockers and verify -every distribution path. +Goal: freeze the feature set, prove it with external players, clear release/legal blockers and +verify every distribution path. This is the next shipped version before 1.0. -- [ ] Content lock and external playtest round (at least five first-time players); triage findings - by severity and fix all P0/P1 issues. -- [ ] Balance and fairness pass across all venues: scoring, difficulty, event weights, NPC - compliance and emergency false-positive/negative rates. -- [ ] Save migration test from 0.8/0.9 saves; verify settings, shift history and resume paths. -- [ ] Release engineering: signed/notarized macOS where possible, checksums, Windows/Linux install - smoke tests, AppImage update, Web hosting verification and Desktop HQ Vulkan fallback. -- [ ] Legal/credits review: AI-assisted asset provenance, music/SFX licenses, privacy/body-camera - language, age/content rating and storefront requirements. -- [ ] Documentation sign-off: architecture/ADR/status/TODO/changelog/README/smoke checklist all - match the release candidate; capture final gallery and run compare + judge. -- [ ] Exit: release candidate passes the manual smoke checklist on every target; no release-blocking - legal or platform issue remains. +### Content lock and external playtest + +- [ ] Declare a content/feature freeze for 0.9.5; only release-blocking fixes and balance changes + may land after the freeze. +- [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help, + accessibility settings and checkpoint/resume enabled. +- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift; + record where players get stuck, misunderstand evidence or choose disproportionate escalation. +- [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue; + keep the rest as explicit known limitations or post-1.0 items. +- [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour + walkthrough for the release notes. + +### Balance and fairness pass + +- [ ] Define measurable targets for routine compliance, access-decision accuracy, peaceful + resolution, justified emergency calls and false-positive/false-negative rates. +- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and + tune event weights, reaction tables, compliance and report strictness where targets fail. +- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the + dominant winning move, and genuine threats must remain answerable. +- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate + the de-escalation-first design after tuning. +- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md` + or `MEMORY.md`. + +### Save migration and session reliability + +- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify + migration/default-filling and a clean first launch with no files. +- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on + an isolated user-data directory. +- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename; + confirm fallback behavior never destroys a valid save. +- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and + with flashlight/body-camera/door state set. +- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in + `docs/getting-started.md` and the release notes. + +### Release engineering and distribution + +- [ ] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ + artifact names, sizes and checksums. +- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch, + Web static hosting and Desktop HQ Vulkan fallback on the target matrix. +- [ ] Add a disk-space preflight and retention policy to the release/publish scripts so a full + Gitea host cannot leave a partially uploaded release. +- [ ] Verify release metadata, tag/version consistency, asset counts and download links; retain + at least the latest 0.8/0.9 releases and document older-asset pruning. +- [ ] Decide and document whether macOS signing/notarization is required for 0.9.5 or explicitly + remains a 1.0 blocker; record the quarantine instructions either way. + +### Legal, credits and platform policy + +- [ ] Audit AI-assisted asset provenance and licenses; record source/model usage and any + redistribution constraints for textures, characters, props and UI art. +- [ ] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file. +- [ ] Review body-camera/privacy language, mental-health-crisis representation, age/content rating + and storefront requirements; fix any release-blocking copy or content. +- [ ] Add the player-facing credits, known limitations, accessibility statement and privacy note to + the release package/README. +- [ ] Mark external legal/storefront approval as complete or explicitly block 1.0 on it. + +### Documentation and visual sign-off + +- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`, + `docs/getting-started.md`, `docs/smoke-checklist.md`, `CHANGELOG.md` and this roadmap. +- [ ] Regenerate the full screenshot gallery and realism baselines after content lock; run + `check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts. +- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence. +- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings. +- [ ] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain. + +### Release-candidate QA and exit + +- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes, + 24-NPC budget smoke and release build from a clean checkout. +- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility + settings, pause/resume, all venues and Desktop HQ fallback. +- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or + post-1.0 work. +- [ ] Create the `v0.9.5` version bump, changelog entry and tag; build/publish the release and + verify all assets and download links. +- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed, + documented, reproducibly built, and approved as the final stepping stone to 1.0.0. ## Milestone 1.0.0 — Launch