diff --git a/ROADMAP.md b/ROADMAP.md new file mode 100644 index 0000000..9a08f7a --- /dev/null +++ b/ROADMAP.md @@ -0,0 +1,551 @@ +# McRogueFace - Development Roadmap + +## Project Status: ๐ŸŽ‰ ALPHA 0.1 RELEASE! ๐ŸŽ‰ + +**Current State**: Alpha release achieved! All critical blockers resolved! +**Latest Update**: Moved RenderTexture (#6) to Beta - Alpha is READY! (2025-07-05) +**Branch**: interpreter_mode (ready for alpha release merge) +**Open Issues**: ~46 remaining (non-blocking quality-of-life improvements) + +--- + +## Recent Achievements + +### 2025-07-05: ALPHA 0.1 ACHIEVED! ๐ŸŽŠ๐Ÿพ +**All Alpha Blockers Resolved!** +- Z-order rendering with performance optimization (Issue #63) +- Python Sequence Protocol for collections (Issue #69) +- Comprehensive Animation System (Issue #59) +- Moved RenderTexture to Beta (not needed for Alpha) +- **McRogueFace is ready for Alpha release!** + +### 2025-07-05: Z-order Rendering Complete! ๐ŸŽ‰ +**Issue #63 Resolved**: Consistent z-order rendering with performance optimization +- Dirty flag pattern prevents unnecessary per-frame sorting +- Lazy sorting for both Scene elements and Frame children +- Frame children now respect z_index (fixed inconsistency) +- Automatic dirty marking on z_index changes and collection modifications +- Performance: O(1) check for static scenes vs O(n log n) every frame + +### 2025-07-05: Python Sequence Protocol Complete! ๐ŸŽ‰ +**Issue #69 Resolved**: Full sequence protocol implementation for collections +- Complete __setitem__, __delitem__, __contains__ support +- Slice operations with extended slice support (step != 1) +- Concatenation (+) and in-place concatenation (+=) with validation +- Negative indexing throughout, index() and count() methods +- Type safety: UICollection (Frame/Caption/Sprite/Grid), EntityCollection (Entity only) +- Default value support: None for texture/font parameters uses engine defaults + +### 2025-07-05: Animation System Complete! ๐ŸŽ‰ +**Issue #59 Resolved**: Comprehensive animation system with 30+ easing functions +- Property-based animations for all UI classes (Frame, Caption, Sprite, Grid, Entity) +- Individual color component animation (r/g/b/a) +- Sprite sequence animation and text typewriter effects +- Pure C++ execution without Python callbacks +- Delta animation support for relative values + +### 2025-01-03: Major Stability Update +**Major Cleanup**: Removed deprecated registerPyAction system (-180 lines) +**Bug Fixes**: 12 critical issues including Grid segfault, Issue #78 (middle click), Entity setters +**New Features**: Entity.index() (#73), EntityCollection.extend() (#27), Sprite validation (#33) +**Test Coverage**: Comprehensive test suite with timer callback pattern established + +--- + +## ๐Ÿ”ง CURRENT WORK: Alpha Streamline 2 - Major Architecture Improvements + +### Recent Completions: +- โœ… **ISSUE_FIX_PLAN.md merged** - Fixed 10+ critical issues +- โœ… **Grid.at() flexible arguments** - Tuple, keyword, and pos support +- โœ… **Alpha 0.1 Release achieved** - All blockers resolved! + +### Active Development: +- **Branch**: alpha_streamline_2 +- **Goal**: Complete architectural improvements for solid Beta foundation +- **Timeline**: 10-12 weeks comprehensive plan +- **Strategic Vision**: See STRATEGIC_VISION.md for platform roadmap + +### ๐Ÿ—๏ธ Architectural Dependencies Map + +``` +Foundation Layer: +โ”œโ”€โ”€ #71 Base Class (_Drawable) +โ”‚ โ”œโ”€โ”€ #10 Visibility System (needs AABB from base) +โ”‚ โ”œโ”€โ”€ #87 visible property +โ”‚ โ””โ”€โ”€ #88 opacity property +โ”‚ +โ”œโ”€โ”€ #7 Safe Constructors (affects all classes) +โ”‚ โ””โ”€โ”€ Blocks any new class creation until resolved +โ”‚ +โ””โ”€โ”€ #30 Entity/Grid Integration (lifecycle management) + โ””โ”€โ”€ Enables reliable entity management + +Window/Scene Layer: +โ”œโ”€โ”€ #34 Window Object +โ”‚ โ”œโ”€โ”€ #61 Scene Object (depends on Window) +โ”‚ โ”œโ”€โ”€ #14 SFML Exposure (helps implement Window) +โ”‚ โ””โ”€โ”€ Future: Multi-window support + +Rendering Layer: +โ””โ”€โ”€ #6 RenderTexture Overhaul + โ”œโ”€โ”€ Enables clipping + โ”œโ”€โ”€ Off-screen rendering + โ””โ”€โ”€ Post-processing effects +``` + +## ๐Ÿš€ Alpha Streamline 2 - Comprehensive Phase Plan + +### Phase 1: Foundation Stabilization (1-2 weeks) +**Goal**: Safe, predictable base for all future work +``` +1. #7 - Audit and fix unsafe constructors (CRITICAL - do first!) + - Find all manually implemented no-arg constructors + - Verify map compatibility requirements + - Make pointer-safe or remove + +2. #71 - _Drawable base class implementation + - Common properties: x, y, w, h, visible, opacity + - Virtual methods: get_bounds(), render() + - Proper Python inheritance setup + +3. #87 - visible property + - Add to base class + - Update all render methods to check + +4. #88 - opacity property (depends on #87) + - 0.0-1.0 float range + - Apply in render methods + +5. #89 - get_bounds() method + - Virtual method returning (x, y, w, h) + - Override in each UI class + +6. #98 - move()/resize() convenience methods + - move(dx, dy) - relative movement + - resize(w, h) - absolute sizing +``` +*Rationale*: Can't build on unsafe foundations. Base class enables all UI improvements. + +### Phase 2: Constructor & API Polish (1 week) +**Goal**: Pythonic, intuitive API +``` +1. #101 - Standardize (0,0) defaults for all positions +2. #38 - Frame children parameter: Frame(children=[...]) +3. #42 - Click handler in __init__: Button(click=callback) +4. #90 - Grid size tuple: Grid(grid_size=(10, 10)) +5. #19 - Sprite texture swapping: sprite.texture = new_texture +6. #52 - Grid skip out-of-bounds entities (performance) +``` +*Rationale*: Quick wins that make the API more pleasant before bigger changes. + +### Phase 3: Entity Lifecycle Management (1 week) +**Goal**: Bulletproof entity/grid relationships +``` +1. #30 - Entity.die() and grid association + - Grid.entities.append(e) sets e.grid = self + - Grid.entities.remove(e) sets e.grid = None + - Entity.die() calls self.grid.remove(self) + - Entity can only be in 0 or 1 grid + +2. #93 - Vector arithmetic methods + - add, subtract, multiply, divide + - distance, normalize, dot product + +3. #94 - Color helper methods + - from_hex("#FF0000"), to_hex() + - lerp(other_color, t) for interpolation + +4. NEW - Timer objects + timer = mcrfpy.Timer("my_timer", callback, 1000) + timer.pause() + timer.resume() + timer.cancel() +``` +*Rationale*: Games need reliable entity management. Timer objects enable entity AI. + +### Phase 4: Visibility & Performance (1-2 weeks) +**Goal**: Only render/process what's needed +``` +1. #10 - Full visibility system with AABB + - bool visible() - False if outside view or hidden + - bool hidden - internal visibility toggle + - AABB() considers parent offsets recursively + - Non-visible elements can't be clicked + +2. #52 - Grid culling (if not done in Phase 2) + +3. #39/40/41 - Name system for finding elements + - name="button1" property on all UIDrawables + - only_one=True for unique names + - scene.find("button1") returns element + - collection.find("enemy*") returns list + +4. NEW - Basic profiling/metrics + - Frame time tracking + - Draw call counting + - Python vs C++ time split +``` +*Rationale*: Performance is feature. Finding elements by name is huge QoL. + +### Phase 5: Window/Scene Architecture (2-3 weeks) +**Goal**: Modern, flexible architecture +``` +1. #34 - Window object (singleton first) + window = mcrfpy.Window.get() + window.resolution = (1920, 1080) + window.fullscreen = True + window.vsync = True + +2. #1 - Window resize events + scene.on_resize = lambda w, h: handle_resize(w, h) + +3. #61 - Scene object (OOP scenes) + class MenuScene(mcrfpy.Scene): + def on_keypress(self, key): + # handle input + def on_enter(self): + # setup UI + +4. #14 - SFML exposure research + - Option 1: Use existing pysfml + - Option 2: mcrfpy.sfml submodule + - Option 3: Direct integration + +5. NEW - Scene transitions + scene.fade_to(next_scene, duration=1.0) + scene.slide_out(direction="left") +``` +*Rationale*: This is the "big leap" - modernizes the entire API. + +### Phase 6: Rendering Revolution (3-4 weeks) +**Goal**: Professional rendering capabilities +``` +1. #6 - RenderTexture overhaul + - All UIDrawables render to RenderTexture + - Enables clipping to parent bounds + - Off-screen rendering for effects + +2. #8 - Viewport-based rendering + - RenderTexture matches viewport + - Proper scaling/letterboxing + +3. #50 - Grid background colors + grid.background_color = mcrfpy.Color(50, 50, 50) + +4. NEW - Shader support (stretch goal) + sprite.shader = "glow.frag" + +5. NEW - Particle system (stretch goal) + particles = mcrfpy.ParticleEmitter() +``` +*Rationale*: This unlocks professional visual effects but is complex. + +### Phase 7: Documentation & Distribution (1-2 weeks) +**Goal**: Ready for the world +``` +1. #85 - Replace all "docstring" placeholders +2. #86 - Add parameter documentation +3. Generate .pyi type stubs for IDE support +4. #70 - PyPI wheel preparation +5. API reference generator tool +``` + +## ๐Ÿ“‹ Critical Path & Parallel Tracks + +### ๐Ÿ”ด **Critical Path** (Must do in order) +**Safe Constructors (#7)** โ†’ **Base Class (#71)** โ†’ **Visibility (#10)** โ†’ **Window (#34)** โ†’ **Scene (#61)** + +### ๐ŸŸก **Parallel Tracks** (Can be done alongside critical path) + +**Track A: Entity Systems** +- Entity/Grid integration (#30) +- Timer objects (NEW) +- Vector/Color helpers (#93, #94) + +**Track B: API Polish** +- Constructor improvements (#101, #38, #42, #90) +- Sprite texture swap (#19) +- Name/search system (#39/40/41) + +**Track C: Performance** +- Grid culling (#52) +- Visibility culling (part of #10) +- Profiling tools (NEW) + +### ๐Ÿ’Ž **Quick Wins to Sprinkle Throughout** +1. Color helpers (#94) - 1 hour +2. Vector methods (#93) - 1 hour +3. Grid backgrounds (#50) - 30 minutes +4. Default positions (#101) - 30 minutes + +### ๐ŸŽฏ **Recommended Execution Order** + +**Week 1-2**: Foundation (Critical constructors + base class) +**Week 3**: Entity lifecycle + API polish +**Week 4**: Visibility system + performance +**Week 5-6**: Window/Scene architecture +**Week 7-9**: Rendering revolution (or defer to gamma) +**Week 10**: Documentation + release prep + +### ๐Ÿ†• **New Issues to Create** + +1. **Timer Objects** - Pythonic timer management +2. **Event System Enhancement** - Mouse enter/leave, drag, right-click +3. **Resource Manager** - Centralized asset loading +4. **Serialization System** - Save/load game state +5. **Scene Transitions** - Fade, slide, custom effects +6. **Profiling Tools** - Performance metrics +7. **Particle System** - Visual effects framework +8. **Shader Support** - Custom rendering effects + +--- + +## ๐Ÿš€ NEXT PHASE: Beta Features & Polish + +### Alpha Complete! Moving to Beta Priorities: +1. ~~**#69** - Python Sequence Protocol for collections~~ - *Completed! (2025-07-05)* +2. ~~**#63** - Z-order rendering for UIDrawables~~ - *Completed! (2025-07-05)* +3. ~~**#59** - Animation system~~ - *Completed! (2025-07-05)* +4. **#6** - RenderTexture concept - *Extensive Overhaul* +5. ~~**#47** - New README.md for Alpha release~~ - *Completed* +- [x] **#78** - Middle Mouse Click sends "C" keyboard event - *Fixed* +- [x] **#77** - Fix error message copy/paste bug - *Fixed* +- [x] **#74** - Add missing `Grid.grid_y` property - *Fixed* +- [ ] **#37** - Fix Windows build module import from "scripts" directory - *Isolated Fix* +- [x] **Entity Property Setters** - Fix "new style getargs format" error - *Fixed* +- [x] **Sprite Texture Setter** - Fix "error return without exception set" - *Fixed* +- [x] **keypressScene() Validation** - Add proper error handling - *Fixed* + +### ๐Ÿ”„ Complete Iterator System +**Status**: Core iterators complete (#72 closed), Grid point iterators still pending + +- [ ] **Grid Point Iterator Implementation** - Complete the remaining grid iteration work +- [x] **#73** - Add `entity.index()` method for collection removal - *Fixed* +- [x] **#69** โš ๏ธ **Alpha Blocker** - Refactor all collections to use Python Sequence Protocol - *Completed! (2025-07-05)* + +**Dependencies**: Grid point iterators โ†’ #73 entity.index() โ†’ #69 Sequence Protocol overhaul + +--- + +## โœ… ALPHA 0.1 RELEASE ACHIEVED! (All Blockers Complete) + +### โœ… All Alpha Requirements Complete! +- [x] **#69** - Collections use Python Sequence Protocol - *Completed! (2025-07-05)* +- [x] **#63** - Z-order rendering for UIDrawables - *Completed! (2025-07-05)* +- [x] **#59** - Animation system for arbitrary UIDrawable fields - *Completed! (2025-07-05)* +- [x] **#47** - New README.md for Alpha release - *Completed* +- [x] **#3** - Remove deprecated `McRFPy_API::player_input` - *Completed* +- [x] **#2** - Remove `registerPyAction` system - *Completed* + +### ๐Ÿ“‹ Moved to Beta: +- [ ] **#6** - RenderTexture concept - *Moved to Beta (not needed for Alpha)* + +--- + +## ๐Ÿ—‚ ISSUE TRIAGE BY SYSTEM (78 Total Issues) + +### ๐ŸŽฎ Core Engine Systems + +#### Iterator/Collection System (2 issues) +- [x] **#73** - Entity index() method for removal - *Fixed* +- [x] **#69** โš ๏ธ **Alpha Blocker** - Sequence Protocol refactor - *Completed! (2025-07-05)* + +#### Python/C++ Integration (7 issues) +- [ ] **#76** - UIEntity derived type preservation in collections - *Multiple Integrations* +- [ ] **#71** - Drawable base class hierarchy - *Extensive Overhaul* +- [ ] **#70** - PyPI wheel distribution - *Extensive Overhaul* +- [~] **#32** - Executable behave like `python` command - *Extensive Overhaul* *(90% Complete: -h, -V, -c, -m, -i, script execution, sys.argv, --exec all implemented. Only stdin (-) support missing)* +- [ ] **#35** - TCOD as built-in module - *Extensive Overhaul* +- [ ] **#14** - Expose SFML as built-in module - *Extensive Overhaul* +- [ ] **#46** - Subinterpreter threading tests - *Multiple Integrations* + +#### UI/Rendering System (12 issues) +- [ ] **#63** โš ๏ธ **Alpha Blocker** - Z-order for UIDrawables - *Multiple Integrations* +- [x] **#59** โš ๏ธ **Alpha Blocker** - Animation system - *Completed! (2025-07-05)* +- [ ] **#6** โš ๏ธ **Alpha Blocker** - RenderTexture for all UIDrawables - *Extensive Overhaul* +- [ ] **#10** - UIDrawable visibility/AABB system - *Extensive Overhaul* +- [ ] **#8** - UIGrid RenderTexture viewport sizing - *Multiple Integrations* +- [ ] **#9** - UIGrid RenderTexture resize handling - *Multiple Integrations* +- [ ] **#52** - UIGrid skip out-of-bounds entities - *Isolated Fix* +- [ ] **#50** - UIGrid background color field - *Isolated Fix* +- [ ] **#19** - Sprite get/set texture methods - *Multiple Integrations* +- [ ] **#17** - Move UISprite position into sf::Sprite - *Isolated Fix* +- [x] **#33** - Sprite index validation against texture range - *Fixed* + +#### Grid/Entity System (6 issues) +- [ ] **#30** - Entity/Grid association management (.die() method) - *Extensive Overhaul* +- [ ] **#16** - Grid strict mode for entity knowledge/visibility - *Extensive Overhaul* +- [ ] **#67** - Grid stitching for infinite worlds - *Extensive Overhaul* +- [ ] **#15** - UIGridPointState cleanup and standardization - *Multiple Integrations* +- [ ] **#20** - UIGrid get_grid_size standardization - *Multiple Integrations* +- [ ] **#12** - GridPoint/GridPointState forbid direct init - *Isolated Fix* + +#### Scene/Window Management (5 issues) +- [ ] **#61** - Scene object encapsulating key callbacks - *Extensive Overhaul* +- [ ] **#34** - Window object for resolution/scaling - *Extensive Overhaul* +- [ ] **#62** - Multiple windows support - *Extensive Overhaul* +- [ ] **#49** - Window resolution & viewport controls - *Multiple Integrations* +- [ ] **#1** - Scene resize event handling - *Isolated Fix* + +### ๐Ÿ”ง Quality of Life Features + +#### UI Enhancement Features (8 issues) +- [ ] **#39** - Name field on UIDrawables - *Multiple Integrations* +- [ ] **#40** - `only_one` arg for unique naming - *Multiple Integrations* +- [ ] **#41** - `.find(name)` method for collections - *Multiple Integrations* +- [ ] **#38** - `children` arg for Frame initialization - *Isolated Fix* +- [ ] **#42** - Click callback arg for UIDrawable init - *Isolated Fix* +- [x] **#27** - UIEntityCollection.extend() method - *Fixed* +- [ ] **#28** - UICollectionIter for scene ui iteration - *Isolated Fix* +- [ ] **#26** - UIEntityCollectionIter implementation - *Isolated Fix* + +### ๐Ÿงน Refactoring & Cleanup + +#### Code Cleanup (7 issues) +- [x] **#3** โš ๏ธ **Alpha Blocker** - Remove `McRFPy_API::player_input` - *Completed* +- [x] **#2** โš ๏ธ **Alpha Blocker** - Review `registerPyAction` necessity - *Completed* +- [ ] **#7** - Remove unsafe no-argument constructors - *Multiple Integrations* +- [ ] **#21** - PyUIGrid dealloc cleanup - *Isolated Fix* +- [ ] **#75** - REPL thread separation from SFML window - *Multiple Integrations* + +### ๐Ÿ“š Demo & Documentation + +#### Documentation (2 issues) +- [ ] **#47** โš ๏ธ **Alpha Blocker** - Alpha release README.md - *Isolated Fix* +- [ ] **#48** - Dependency compilation documentation - *Isolated Fix* + +#### Demo Projects (6 issues) +- [ ] **#54** - Jupyter notebook integration demo - *Multiple Integrations* +- [ ] **#55** - Hunt the Wumpus AI demo - *Multiple Integrations* +- [ ] **#53** - Web interface input demo - *Multiple Integrations* *(New automation API could help)* +- [ ] **#45** - Accessibility mode demos - *Multiple Integrations* *(New automation API could help test)* +- [ ] **#36** - Dear ImGui integration tests - *Extensive Overhaul* +- [ ] **#65** - Python Explorer scene (replaces uitest) - *Extensive Overhaul* + +--- + +## ๐ŸŽฏ RECOMMENDED TRIAGE SEQUENCE + +### Phase 1: Foundation Stabilization (1-2 weeks) +``` +โœ… COMPLETE AS OF 2025-01-03: +1. โœ… Fix Grid Segfault - Grid now supports None/null textures +2. โœ… Fix #78 Middle Mouse Click bug - Event type checking added +3. โœ… Fix Entity/Sprite property setters - PyVector conversion fixed +4. โœ… Fix #77 - Error message copy/paste bug fixed +5. โœ… Fix #74 - Grid.grid_y property added +6. โœ… Fix keypressScene() validation - Now rejects non-callable +7. โœ… Fix Sprite texture setter - No longer returns error without exception +8. โœ… Fix PyVector x/y properties - Were returning None + +REMAINING IN PHASE 1: +9. โœ… Fix #73 - Entity.index() method for removal +10. โœ… Fix #27 - EntityCollection.extend() method +11. โœ… Fix #33 - Sprite index validation +12. Alpha Blockers (#3, #2) - Remove deprecated methods +``` + +### Phase 2: Alpha Release Preparation (4-6 weeks) +``` +1. Collections Sequence Protocol (#69) - Major refactor, alpha blocker +2. Z-order rendering (#63) - Essential UI improvement, alpha blocker +3. RenderTexture overhaul (#6) - Core rendering improvement, alpha blocker +4. โœ… Animation system (#59) - COMPLETE! 30+ easing functions, all UI properties +5. โœ… Documentation (#47) - README.md complete, #48 dependency docs remaining +``` + +### Phase 3: Engine Architecture (6-8 weeks) +``` +1. Drawable base class (#71) - Clean up inheritance patterns +2. Entity/Grid associations (#30) - Proper lifecycle management +3. Window object (#34) - Scene/window architecture +4. UIDrawable visibility (#10) - Rendering optimization +``` + +### Phase 4: Advanced Features (8-12 weeks) +``` +1. Grid strict mode (#16) - Entity knowledge/visibility system +2. SFML/TCOD integration (#14, #35) - Expose native libraries +3. Scene object refactor (#61) - Better input handling +4. Name-based finding (#39, #40, #41) - UI element management +5. Demo projects (#54, #55, #36) - Showcase capabilities +``` + +### Ongoing/Low Priority +``` +- PyPI distribution (#70) - Community access +- Multiple windows (#62) - Advanced use cases +- Grid stitching (#67) - Infinite world support +- Accessibility (#45) - Important but not blocking +- Subinterpreter tests (#46) - Performance research +``` + +--- + +## ๐Ÿ“Š DIFFICULTY ASSESSMENT SUMMARY + +**Isolated Fixes (24 issues)**: Single file/function changes +- Bugfixes: #77, #74, #37, #78 +- Simple features: #73, #52, #50, #33, #17, #38, #42, #27, #28, #26, #12, #1 +- Cleanup: #3, #2, #21, #47, #48 + +**Multiple Integrations (28 issues)**: Cross-system changes +- UI/Rendering: #63, #8, #9, #19, #39, #40, #41 +- Grid/Entity: #15, #20, #76, #46, #49, #75 +- Features: #54, #55, #53, #45, #7 + +**Extensive Overhauls (26 issues)**: Major architectural changes +- Core Systems: #69, #59, #6, #10, #30, #16, #67, #61, #34, #62 +- Integration: #71, #70, #32, #35, #14 +- Advanced: #36, #65 + +--- + +## ๐ŸŽฎ STRATEGIC DIRECTION + +### Engine Philosophy Maintained +- **C++ First**: Performance-critical code stays in C++ +- **Python Close Behind**: Rich scripting without frame-rate impact +- **Game-Ready**: Each improvement should benefit actual game development + +### Architecture Goals +1. **Clean Inheritance**: Drawable โ†’ UI components, proper type preservation +2. **Collection Consistency**: Uniform iteration, indexing, and search patterns +3. **Resource Management**: RAII everywhere, proper lifecycle handling +4. **Multi-Platform**: Windows/Linux feature parity maintained + +### Success Metrics for Alpha 0.1 +- [ ] All Alpha Blocker issues resolved (5 of 7 complete: #69, #59, #47, #3, #2) +- [ ] Grid point iteration complete and tested +- [ ] Clean build on Windows and Linux +- [ ] Documentation sufficient for external developers +- [ ] At least one compelling demo (Wumpus or Jupyter integration) + +--- + +## ๐Ÿ“š REFERENCES & CONTEXT + +**Issue Dependencies** (Key Chains): +- Iterator System: Grid points โ†’ #73 โ†’ #69 (Alpha Blocker) +- UI Hierarchy: #71 โ†’ #63 (Alpha Blocker) +- Rendering: #6 (Alpha Blocker) โ†’ #8, #9 โ†’ #10 +- Entity System: #30 โ†’ #16 โ†’ #67 +- Window Management: #34 โ†’ #49, #61 โ†’ #62 + +**Commit References**: +- 167636c: Iterator improvements (UICollection/UIEntityCollection complete) +- Recent work: 7DRL 2025 completion, RPATH updates, console improvements + +**Architecture Files**: +- Iterator patterns: src/UICollection.cpp, src/UIGrid.cpp +- Python integration: src/McRFPy_API.cpp, src/PyObjectUtils.h +- Game implementation: src/scripts/ (Crypt of Sokoban complete game) + +--- + +*Last Updated: 2025-07-05* +*Total Open Issues: 62* (from original 78) +*Alpha Status: ๐ŸŽ‰ COMPLETE! All blockers resolved!* +*Achievement Unlocked: Alpha 0.1 Release Ready* +*Next Phase: Beta features including RenderTexture (#6), advanced UI patterns, and platform polish* + diff --git a/STRATEGIC_VISION.md b/STRATEGIC_VISION.md new file mode 100644 index 0000000..3d15447 --- /dev/null +++ b/STRATEGIC_VISION.md @@ -0,0 +1,226 @@ +# McRogueFace Strategic Vision: Beyond Alpha + +## ๐ŸŽฏ Three Transformative Directions + +### 1. **The Roguelike Operating System** ๐Ÿ–ฅ๏ธ + +Transform McRogueFace into a platform where games are apps: + +#### Core Platform Features +- **Game Package Manager**: `mcrf install dungeon-crawler` +- **Hot-swappable Game Modules**: Switch between games without restarting +- **Shared Asset Library**: Common sprites, sounds, and UI components +- **Cross-Game Saves**: Universal character/inventory system +- **Multi-Game Sessions**: Run multiple roguelikes simultaneously in tabs + +#### Technical Implementation +```python +# Future API Example +import mcrfpy.platform as platform + +# Install and launch games +platform.install("nethack-remake") +platform.install("pixel-dungeon-port") + +# Create multi-game session +session = platform.MultiGameSession() +session.add_tab("nethack-remake", save_file="warrior_lvl_15.sav") +session.add_tab("pixel-dungeon-port", new_game=True) +session.run() +``` + +### 2. **AI-Native Game Development** ๐Ÿค– + +Position McRogueFace as the first **AI-first roguelike engine**: + +#### Integrated AI Features +- **GPT-Powered NPCs**: Dynamic dialogue and quest generation +- **Procedural Content via LLMs**: Describe a dungeon, AI generates it +- **AI Dungeon Master**: Adaptive difficulty and narrative +- **Code Assistant Integration**: Built-in AI helps write game logic + +#### Revolutionary Possibilities +```python +# AI-Assisted Game Creation +from mcrfpy import ai_tools + +# Natural language level design +dungeon = ai_tools.generate_dungeon(""" + Create a haunted library with 3 floors. + First floor: Reading rooms with ghost librarians + Second floor: Restricted section with magical traps + Third floor: Ancient archive with boss encounter +""") + +# AI-driven NPCs +npc = ai_tools.create_npc( + personality="Grumpy dwarf merchant who secretly loves poetry", + knowledge=["local rumors", "item prices", "hidden treasures"], + dynamic_dialogue=True +) +``` + +### 3. **Web-Native Multiplayer Platform** ๐ŸŒ + +Make McRogueFace the **Discord of Roguelikes**: + +#### Multiplayer Revolution +- **Seamless Co-op**: Drop-in/drop-out multiplayer +- **Competitive Modes**: Racing, PvP arenas, daily challenges +- **Spectator System**: Watch and learn from others +- **Cloud Saves**: Play anywhere, sync everywhere +- **Social Features**: Guilds, tournaments, leaderboards + +#### WebAssembly Future +```python +# Future Web API +import mcrfpy.web as web + +# Host a game room +room = web.create_room("Epic Dungeon Run", max_players=4) +room.set_rules(friendly_fire=False, shared_loot=True) +room.open_to_public() + +# Stream gameplay +stream = web.GameStream(room) +stream.to_twitch(channel="awesome_roguelike") +``` + +## ๐Ÿ—๏ธ Architecture Evolution Roadmap + +### Phase 1: Beta Foundation (3-4 months) +**Focus**: Stability and Polish +- Complete RenderTexture system (#6) +- Implement save/load system +- Add audio mixing and 3D sound +- Create plugin architecture +- **Deliverable**: Beta release with plugin support + +### Phase 2: Platform Infrastructure (6-8 months) +**Focus**: Multi-game Support +- Game package format specification +- Resource sharing system +- Inter-game communication API +- Cloud save infrastructure +- **Deliverable**: McRogueFace Platform 1.0 + +### Phase 3: AI Integration (8-12 months) +**Focus**: AI-Native Features +- LLM integration framework +- Procedural content pipelines +- Natural language game scripting +- AI behavior trees +- **Deliverable**: McRogueFace AI Studio + +### Phase 4: Web Deployment (12-18 months) +**Focus**: Browser-based Gaming +- WebAssembly compilation +- WebRTC multiplayer +- Cloud computation for AI +- Mobile touch controls +- **Deliverable**: play.mcrogueface.com + +## ๐ŸŽฎ Killer App Ideas + +### 1. **Roguelike Maker** (Like Mario Maker) +- Visual dungeon editor +- Share levels online +- Play-test with AI +- Community ratings + +### 2. **The Infinite Dungeon** +- Persistent world all players explore +- Procedurally expands based on player actions +- AI Dungeon Master creates personalized quests +- Cross-platform play + +### 3. **Roguelike Battle Royale** +- 100 players start in connected dungeons +- Dungeons collapse, forcing encounters +- Last adventurer standing wins +- AI-generated commentary + +## ๐Ÿ› ๏ธ Technical Innovations to Pursue + +### 1. **Temporal Debugging** +- Rewind game state +- Fork timelines for "what-if" scenarios +- Visual debugging of entity histories + +### 2. **Neural Tileset Generation** +- Train on existing tilesets +- Generate infinite variations +- Style transfer between games + +### 3. **Quantum Roguelike Mechanics** +- Superposition states for entities +- Probability-based combat +- Observer-effect puzzles + +## ๐ŸŒ Community Building Strategy + +### 1. **Education First** +- University partnerships +- Free curriculum: "Learn Python with Roguelikes" +- Summer of Code participation +- Student game jams + +### 2. **Open Core Model** +- Core engine: MIT licensed +- Premium platforms: Cloud, AI, multiplayer +- Revenue sharing for content creators +- Sponsored tournaments + +### 3. **Developer Ecosystem** +- Comprehensive API documentation +- Example games and tutorials +- Asset marketplace +- GitHub integration for mods + +## ๐ŸŽฏ Success Metrics + +### Year 1 Goals +- 1,000+ games created on platform +- 10,000+ monthly active developers +- 3 AAA-quality showcase games +- University curriculum adoption + +### Year 2 Goals +- 100,000+ monthly active players +- $1M in platform transactions +- Major game studio partnership +- Native VR support + +### Year 3 Goals +- #1 roguelike development platform +- IPO or acquisition readiness +- 1M+ monthly active players +- Industry standard for roguelikes + +## ๐Ÿš€ Next Immediate Actions + +1. **Finish Beta Polish** + - Merge alpha_streamline_2 โ†’ master + - Complete RenderTexture (#6) + - Implement basic save/load + +2. **Build Community** + - Launch Discord server + - Create YouTube tutorials + - Host first game jam + +3. **Prototype AI Features** + - Simple GPT integration + - Procedural room descriptions + - Dynamic NPC dialogue + +4. **Plan Platform Architecture** + - Design plugin system + - Spec game package format + - Cloud infrastructure research + +--- + +*"McRogueFace: Not just an engine, but a universe of infinite dungeons."* + +Remember: The best platforms create possibilities their creators never imagined. Build for the community you want to see, and they will create wonders. \ No newline at end of file