Progress
Every work item from the project tracker, grouped by phase. Phases map to the milestones in the GDD: a believable simulator first, then a tuned catalog, then something two humans can play.
By phase
Unphased
0/1 done · 0 active
- IDEA-003ideaChoose a working title (Mecha Skirmish is a placeholder)idea
Phase 1 · Believable sim
7/14 done · 0 active
- TASK-001taskSim: smarter AI policy - kiting, focus fire, heat planningplanned
- TASK-006tasksim sweep: vary one catalog value across batches and print a comparison tableplanned
- TASK-007taskSecond AI policy (cautious: kiting, cover-seeking) for differential tuning vs greedyplanned
- TASK-010taskChoose production engine (Godot / Unity / Unreal); platform decided: PC full-engined game, desktop + Steam Deck explicit, iPad potentialplanned
- TASK-013taskDecide art production approach (2D modular sprites vs modular 3D); camera decidedplanned
- TASK-014taskDecide v1 content targets: pilots per faction, maps in ranked poolplanned
- TASK-015taskSim performance: cache sight per activation, prune candidate hexes; positional AI runs 80-130 games/s vs 10k beforeidea
- FEAT-001featureSim: terrain, elevation and geometric LOS on the board (H3-H6)done
- FEAT-002featureSim: zones and zone scoring (H7, I4)done
- FEAT-007featureBattle tab: hex map panel - positions, moves per activation, LOS lines on fire eventsdone
- TASK-003taskDecide proposed rules: lite facing E8, pen thresholds F5, crit/stress tables F8 G2, scoring I4-I6, Fire-once E4done
- TASK-009taskGDD v0 draft (docs/gdd.md)done
- TASK-011taskDecide online scope: ranked, async turns, activation clockdone
- TASK-012taskDecide monetization model (recommendation: cosmetics only, full catalog for all)done
Phase 2 · Tune and expand
0/7 done · 0 active
- FEAT-003featureSim: reactions - Overwatch, Backup Fire, Marrow riposte (E6, D4)planned
- FEAT-005featureSim: Guard, smoke launcher, indirect fire (E5, C6)planned
- TASK-002taskTuning pass from 2026-09-05 baseline: heavy armor vs light weapons, crit threshold, Courier survivability, Pulse armplanned
- TASK-004taskRoster complexity review after part catalog is drafted (B8)planned
- TASK-005taskWeb: component tests with jsdom for Bench/Battle/Batchplanned
- TASK-008taskPart catalog expansion: 3-4 options per slot per runner, with runner philosophies (C, GDD 6)planned
- FEAT-009featureMelee attack system: improvised strikes for every mech, knockdown/grapple, charge bonus, Guard/Brace interaction (rulebook F11)idea
Phase 3 · Play it
0/4 done · 0 active
- FEAT-004featureSim: best-of-three match flow with sideboard swap (I1, I2)planned
- FEAT-008featureHotseat prototype: click-to-act on the hex map using the engine (two humans, one screen)planned
- IDEA-001ideaPublish docs/rulebook.html via GitHub Pages (private repo needs Pro/Enterprise) or an internal hostidea
- IDEA-002ideaAdditional objective types beyond hold zones: capture and carry, escort, timed relays (H7)idea
By epic
Game Design Document
EPIC-002 · 3/6 done- TASK-009taskGDD v0 draft (docs/gdd.md)done
- TASK-010taskChoose production engine (Godot / Unity / Unreal); platform decided: PC full-engined game, desktop + Steam Deck explicit, iPad potentialplanned
- TASK-011taskDecide online scope: ranked, async turns, activation clockdone
- TASK-012taskDecide monetization model (recommendation: cosmetics only, full catalog for all)done
- TASK-013taskDecide art production approach (2D modular sprites vs modular 3D); camera decidedplanned
- TASK-014taskDecide v1 content targets: pilots per faction, maps in ranked poolplanned
Simulator v2: terrain, LOS, zones, reactions, match flow
EPIC-001 · 3/7 done- FEAT-001featureSim: terrain, elevation and geometric LOS on the board (H3-H6)done
- FEAT-002featureSim: zones and zone scoring (H7, I4)done
- FEAT-007featureBattle tab: hex map panel - positions, moves per activation, LOS lines on fire eventsdone
- FEAT-003featureSim: reactions - Overwatch, Backup Fire, Marrow riposte (E6, D4)planned
- FEAT-004featureSim: best-of-three match flow with sideboard swap (I1, I2)planned
- FEAT-005featureSim: Guard, smoke launcher, indirect fire (E5, C6)planned
- TASK-007taskSecond AI policy (cautious: kiting, cover-seeking) for differential tuning vs greedyplanned