Schedule¶
Mirror of the TDD's Schedule section. Updated in place between gates.
Pre-production for Rephrased. AGP cycle starts Fall 2026, Expo May 2027. Specific dates TBD pending the course calendar — milestone ordering and the work allocated to each milestone are firm.
The rune-system architecture from Gate 2 (validator, executor, priority manager, redefinition runtime, registry, ring actor, calculators, camera subsystem) carries forward as foundation. Content authored on top, plus the missing glue systems (click mode, save/load, menus, FMOD), are tracked as fresh work.
Engineering allocation¶
| Role | Responsibility |
|---|---|
| Engineering Producer | schedule, integration, milestone gates, FMOD bank build pipeline |
| Blueprint Engineer / Tech Designer | C++ to Blueprint translation of the rune effect system. Owns URuneEffectComponent_BP and the BP authoring workflow. |
| Systems Engineer | rune core hardening, VERB + NOUN grammar, redefinition designer surface, save/load |
| Puzzle Engineer | clock and observatory pattern; ~6 follow-on narrative-bearing runeables for Acts 2 and 3; memory palace pacing |
| Generalist Engineer | character, click-mode pivot, camera polish, UI/menus, glue and integration |
| Audio Engineer | FMOD integration, SFX authoring |
| Tech Art | VFX (Niagara), per-noun visual variation |
Key milestones¶
| Milestone | Date |
|---|---|
| First Playable | TBD |
| Fall Midterm | TBD |
| State of the Game | TBD |
| Alpha | TBD |
| Beta | TBD |
| Expo | TBD |
By milestone¶
First Playable (TBD)¶
- Rune System: stabilization pass on existing core.
VERB + NOUNgrammar in validator + executor. - Blueprint Authoring Layer: base template
URuneEffectComponent_BPshipped, one fully BP-authored example verb working end-to-end, walkthrough doc for designers. - Player: click-based Interact Mode prototype playable on a test level.
- Camera: debug visualizer for the zone priority stack.
- Audio: FMOD plugin installed, Studio project bootstrapped, one event playing in PIE through
AAudioManager. - UI/UX: better controls overlay, in-world definition widget polish.
- Tools: rune authoring quick-start doc.
- Level: greybox of one vertical-slice puzzle integrating click mode.
Fall Midterm (TBD)¶
- Rune System: redefinition designer surface (a meta-rune or dedicated calculator type that authors redefinitions without code).
- Blueprint Authoring Layer: all C++ verb base classes expose BP-friendly virtuals. First batch of BP-authored verbs ships in content.
- Player: click mode shipped (not prototype).
URuneCarryComponentretained as an authoring/debug path. Gamepad-for-UI hardening starts. - Audio: FMOD integration complete.
AAudioManagerrewritten against the FMOD Blueprint API, all current SFX migrated to Studio events, nativeUSoundBasefields removed from data assets. - Puzzle Devices: 2 new authored devices for Act 2.
- VFX: per-verb Niagara templates documented for content team.
- UI/UX: temp main menu, basic in-game UI.
- Level: first full greybox level integrating click mode and migrated audio.
State of the Game (TBD)¶
- Rune System: ~70% rune content authored (target ~20 of 30–40). Mix of C++ verbs (perf-critical) and BP-authored verbs.
- Save/Load: shipped with versioned JSON. Integrates
UPlayerRuneKnowledge, last orb used, current level flag, player transform. - Puzzle Devices: 4 total devices shipped (clock + observatory + 2 from Midterm).
- Camera: showcase camera
LeadingSphereframing polish; custom-camera authoring helpers for designers. - UI/UX: temp pause menu, level-completed screen.
- Memory Palace: re-entry pacing and animation polish.
Alpha (TBD)¶
- Rune System: feature-complete on the engineering side. 100% of planned rune content authored.
- Blueprint Authoring Layer: tooling polish + validation tool catches missing fields, broken meshes, unbound references on BP-authored runes.
- Puzzle Devices: all ~6+ devices shipped across Acts 2 and 3.
- UI/UX: full menu set (main / pause / settings / credits), settings, accessibility (rebind + subtitle size).
- Audio: adaptive music pass authored in FMOD.
- Player: gamepad-for-UI complete.
Beta (TBD)¶
- Content lock.
- Audio: final tuning pass on all events, mix pass.
- Controller: full hardening pass including menu navigation.
- Performance: dense-runeable stress test; broadphase added if registry distance checks regress.
Expo (TBD)¶
- Bug fix only.
By feature¶
Rune system core¶
- Done: validator (NOUN+VERB, NOUN+VERB+NOUN), priority manager, executor, event bus, redefinition manager runtime, runeable registry, calculators (linear + grid), ring actor.
- By First Playable: stabilization pass,
VERB + NOUNgrammar. - By Fall Midterm: redefinition designer surface.
- By Alpha: feature-complete. No further engineering changes.
Blueprint authoring layer¶
Owned by Blueprint Engineer / Tech Designer.
- By First Playable:
URuneEffectComponent_BPbase template, one BP-authored example verb, walkthrough doc. - By Fall Midterm: BP-friendly virtuals on all existing C++ effect components. Designer-authored BP verbs shipping in content.
- By State of the Game: BP authoring extended to
ARuneableObjectand puzzle-device base classes so designers can compose narrative-bearing runeables in BP. - By Alpha: validation tool, full polish, locked authoring API.
Effect components¶
- Done: Float, Rotate, MoveToward, Slow, Accelerate, Reverse, Stop, Penetration, Hidden, Passing, Enlarge, Shrink, Mature, Regress, Fire (multi-point), Dangerous, NounListener.
- By First Playable: C++ verb roster locked. New verbs from this point forward are BP-first unless they need per-tick C++.
- By Fall Midterm: first batch of designer-authored BP verbs.
- By State of the Game: ~10 additional content-driven verbs (BP majority, C++ where performance demands).
- By Alpha: all shipped verbs polished and final.
Camera system¶
- Done: zone actor, rune camera subsystem (interp + priority stack), showcase camera (
PauseAtTargetandLeadingSphere). - By First Playable: debug visualizer for the zone priority stack.
- By Fall Midterm: zone designer iteration tools.
- By Alpha:
LeadingSphereframing polish, custom-camera authoring helpers.
Memory palace¶
- Done: hub auto-ring slot generation, MemoryOrb teleport + fade,
UPlayerRuneKnowledgediscovery tracking. - By First Playable: REWORKED layout/topology.
Player character and interaction¶
- Done: third-person locomotion,
URuneCarryComponentphysical carry, interaction trigger detection and highlight. - By First Playable: click-based Interact Mode prototype.
- By Fall Midterm: click mode shipped, gamepad-for-UI hardening starts.
- By Alpha: gamepad-for-UI complete, accessibility (rebind, subtitle size).
Puzzle narrative devices¶
- Done:
AClockDevice(Dormant → SecondHandActive → FullyRunning),AStarObservatoryvortex. - By Fall Midterm: 2 additional authored devices for Act 2.
- By State of the Game: 4 total devices shipped.
- By Alpha: all ~6+ devices across Acts 2 and 3.
Content pipeline / tools¶
- Done:
URuneDataAsset,UMergeRecipeDataAsset, debug overlay (Gkey) showing rune words on slots. - By First Playable: Blueprint authoring template + quick-start doc (cross-listed under Blueprint Authoring Layer).
- By Fall Midterm: rune validator tool (catches missing fields, broken meshes, unbound references).
- By Alpha: full content authoring pipeline locked.
Audio¶
- Done: native
AAudioManager, per-runeUSoundBasefields on data assets. - By First Playable: FMOD plugin installed, Studio project bootstrapped, first event in PIE.
- By Fall Midterm: FMOD integration complete.
AAudioManagerrewritten against FMOD API. All current SFX migrated to Studio events. Native path retired. - By Alpha: adaptive music pass authored in FMOD.
- By Beta: final mix.
VFX¶
- Done: multi-point VFX authoring (
UFireSpawnPointComponent), ring expansion VFX. - By Fall Midterm: per-verb Niagara templates documented for the content team.
- By Alpha: full VFX pass per shipped verb.
UI / Menus¶
- Done: in-world rune definition widget, HUD placeholder hook.
- By First Playable: better controls overlay.
- By Fall Midterm: temp main menu, basic in-game UI.
- By State of the Game: pause menu, level-completed screen.
- By Alpha: settings menu, full focus support, accessibility (rebind + subtitle size).
Save / Load¶
- By Fall Midterm: spec finalized, slot writer prototype.
- By State of the Game: versioned JSON shipped via
UGameplayStatics::SaveGameToSlot. Integrated withUPlayerRuneKnowledgeand per-level checkpoint flags. - By Alpha: migration path validated for added fields.
Change history¶
- 2026-05-08 — Gabriel Li — Added baseline change history section for weekly wiki maintenance.