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Commonwealth-Online-Public/docs/ROADMAP_2026_06_Initial.md
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andrew 1480f0b584 Rewrite ROADMAP.md and add archived initial roadmap
Replace the phase-based ROADMAP.md with a vertical-slice focused "Commonwealth Online Roadmap" that documents current status (Working Internal Vertical Slice) and the new playable slices (Same-Cell Foundation, Multiplayer Menu, Player State/Animation MVP, World-State Sync, Internal Playtest Package, Small Session, Gameplay Experiments, and later items). The previous Phase 0-6 plan is preserved verbatim in docs/ROADMAP_2026_06_Initial.md for archival reference. The change pivots tracking from low-level bootstrap tasks to playable vertical slices and highlights completed internal milestones and remaining tests.
2026-06-22 22:02:35 +12:00

1.7 KiB

Roadmap

Phase 0: Research and Setup

  • Create repository structure
  • Document project scope
  • Document legal boundaries
  • Set up Fallout 4 test profile
  • Install F4SE
  • Install Creation Kit
  • Choose CommonLibF4 template
  • Create test cell plan

Phase 1: F4SE Plugin Bootstrap

  • Create basic F4SE plugin project
  • Confirm plugin loads in Fallout 4
  • Create plugin log output
  • Detect game version
  • Read local player reference
  • Read local player position
  • Write position to log

Phase 2: External Server Prototype

  • Create basic local server
  • Define packet format
  • Support client connect/disconnect
  • Assign player IDs
  • Receive transform packets
  • Broadcast transform packets to other clients

Phase 3: Fallout 4 Network Connection

  • Connect F4SE plugin to local server
  • Send test packets from Fallout 4
  • Send real player transform packets
  • Receive remote transform packets
  • Store remote player state safely

Phase 4: Remote Player Representation

  • Create test cell in Creation Kit
  • Create placeholder remote player actor
  • Spawn or place remote actor
  • Move remote actor using received transform data
  • Smooth remote actor movement
  • Clean up actor on disconnect

Phase 5: Basic Gameplay Sync

  • Sync crouch state
  • Sync sprint/walk state
  • Sync weapon drawn state
  • Sync basic fire event
  • Sync simple health state
  • Add debug UI or console commands

Phase 6: Controlled Multiplayer Test

  • Two clients in same test cell
  • Both players visible
  • Movement sync working
  • Basic animation sync working
  • Basic LAN test documented