Development milestones: systems roadmap (tracking) #24

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opened 2026-10-19 21:47:42 +00:00 by muse-lantern · 11 comments
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Purpose

One tracking issue for DEAD AIR's development milestones. Big systems broken into smaller milestones. Most of this is from scratch — modular systems, data-driven for modding.

Build order (dependency-driven)

  1. Render — XR baseline. Nothing else is testable without it.
  2. Movement (basic) — locomotion core.
  3. Interactions (grabbing) — the linchpin. Inventory, climbing, weapons all depend on it.
  4. Inventory — volumes and containers.
  5. Movement (advanced) — climbing needs grabbing; sliding.
  6. Interactions (advanced) — ranged grab, gravity grab, trigger/use.

Each milestone is a comment below with its sub-milestone checklist.

Open source / assets

  • Game code is open source (license TBD — MIT suggested, matches Redot, maximally reusable).
  • Purchased assets are NOT redistributable. They live in a private data source for team devs, with import instructions.
  • Public repo gets placeholder assets: low-poly mockups, likely just renders of the custom colliders, swapped for real models by team devs.
  • Systems designed modular + data-driven from day one so mods are just resource packs.

Open design questions

  • Save data format (item registries, instance vs base stats) — see discussion.
## Purpose One tracking issue for DEAD AIR's development milestones. Big systems broken into smaller milestones. Most of this is from scratch — modular systems, data-driven for modding. ## Build order (dependency-driven) 1. **Render** — XR baseline. Nothing else is testable without it. 2. **Movement (basic)** — locomotion core. 3. **Interactions (grabbing)** — the linchpin. Inventory, climbing, weapons all depend on it. 4. **Inventory** — volumes and containers. 5. **Movement (advanced)** — climbing needs grabbing; sliding. 6. **Interactions (advanced)** — ranged grab, gravity grab, trigger/use. Each milestone is a comment below with its sub-milestone checklist. ## Open source / assets - **Game code is open source** (license TBD — MIT suggested, matches Redot, maximally reusable). - **Purchased assets are NOT redistributable.** They live in a private data source for team devs, with import instructions. - **Public repo gets placeholder assets**: low-poly mockups, likely just renders of the custom colliders, swapped for real models by team devs. - Systems designed modular + data-driven from day one so mods are just resource packs. ## Open design questions - Save data format (item registries, instance vs base stats) — see discussion.
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Milestone: Render

XR foundation. Everything else depends on this.

  • XR support (Redot OpenXR, SteamVR)
  • Head tracking
  • Controller tracking
  • Finger tracking (stretch)
  • Joint tracking (stretch)
## Milestone: Render XR foundation. Everything else depends on this. - [ ] XR support (Redot OpenXR, SteamVR) - [ ] Head tracking - [ ] Controller tracking - [ ] Finger tracking (stretch) - [ ] Joint tracking (stretch)
Author
Member

Milestone: Movement (basic)

Locomotion core. Testable with Render alone.

  • Walking
  • Running
  • Jumping
  • Controller-direction movement
  • Head-direction movement
  • Smooth turn
  • Snap turn
  • Hybrid turn
## Milestone: Movement (basic) Locomotion core. Testable with Render alone. - [ ] Walking - [ ] Running - [ ] Jumping - [ ] Controller-direction movement - [ ] Head-direction movement - [ ] Smooth turn - [ ] Snap turn - [ ] Hybrid turn
Author
Member

Milestone: Interactions (grabbing)

The linchpin — inventory, climbing, weapons all build on this. Wrist-pivot rotation model (#15) and grip poses (#19) live here.

  • Basic grabbing
  • Wrist-pivot rotation for held objects
  • Grip poses (contextual for generics, authored for equipment)
  • Trigger / use
## Milestone: Interactions (grabbing) The linchpin — inventory, climbing, weapons all build on this. Wrist-pivot rotation model (#15) and grip poses (#19) live here. - [ ] Basic grabbing - [ ] Wrist-pivot rotation for held objects - [ ] Grip poses (contextual for generics, authored for equipment) - [ ] Trigger / use
Author
Member

Milestone: Interactions (grabbing)

The linchpin — inventory, climbing, weapons all build on this. Wrist-pivot rotation model (#15) and grip poses (#19) live here.

  • Basic grabbing
  • Wrist-pivot rotation for held objects
  • Grip poses (contextual for generics, authored for equipment)
  • Trigger / use
## Milestone: Interactions (grabbing) The linchpin — inventory, climbing, weapons all build on this. Wrist-pivot rotation model (#15) and grip poses (#19) live here. - [ ] Basic grabbing - [ ] Wrist-pivot rotation for held objects - [ ] Grip poses (contextual for generics, authored for equipment) - [ ] Trigger / use
Author
Member

Milestone: Interactions (grabbing)

The linchpin — inventory, climbing, weapons all build on this. Wrist-pivot rotation model (#15) and grip poses (#19) live here.

  • Basic grabbing
  • Wrist-pivot rotation for held objects
  • Grip poses (contextual for generics, authored for equipment)
  • Trigger / use
## Milestone: Interactions (grabbing) The linchpin — inventory, climbing, weapons all build on this. Wrist-pivot rotation model (#15) and grip poses (#19) live here. - [ ] Basic grabbing - [ ] Wrist-pivot rotation for held objects - [ ] Grip poses (contextual for generics, authored for equipment) - [ ] Trigger / use
Author
Member

Milestone: Inventory

Volumes and containers. Build in stages of complexity.

  • Persistent Volumes — physical drop-in containers
  • Backpack: nocol-nograv volume (items go in, no collision, no gravity)
  • Backpack: col-nograv volume (items collide within the volume, physics locked, colliders enabled, weight calculated)
  • Backpack: persistent (survives sessions)
  • Snappers — dedicated slots for specific objects
## Milestone: Inventory Volumes and containers. Build in stages of complexity. - [ ] Persistent Volumes — physical drop-in containers - [ ] Backpack: nocol-nograv volume (items go in, no collision, no gravity) - [ ] Backpack: col-nograv volume (items collide within the volume, physics locked, colliders enabled, weight calculated) - [ ] Backpack: persistent (survives sessions) - [ ] Snappers — dedicated slots for specific objects
Author
Member

Milestone: Movement (advanced)

Requires Interactions (grabbing) for climbing.

  • Climbing
  • Sliding
## Milestone: Movement (advanced) Requires Interactions (grabbing) for climbing. - [ ] Climbing - [ ] Sliding
Author
Member

Milestone: Movement (advanced)

Requires Interactions (grabbing) for climbing.

  • Climbing
  • Sliding
## Milestone: Movement (advanced) Requires Interactions (grabbing) for climbing. - [ ] Climbing - [ ] Sliding
Author
Member

Milestone: Movement (advanced)

Requires Interactions (grabbing) for climbing.

  • Climbing
  • Sliding
## Milestone: Movement (advanced) Requires Interactions (grabbing) for climbing. - [ ] Climbing - [ ] Sliding
Author
Member

Milestone: Interactions (advanced)

  • Ranged grab — two-tier: ITR-style telekinetic (short range), Alyx-style gravity-glove yank (long range)
  • Gravity grab
## Milestone: Interactions (advanced) - [ ] Ranged grab — two-tier: ITR-style telekinetic (short range), Alyx-style gravity-glove yank (long range) - [ ] Gravity grab
Author
Member

Milestone: Interactions (advanced)

  • Ranged grab — two-tier: ITR-style telekinetic (short range), Alyx-style gravity-glove yank (long range)
  • Gravity grab
## Milestone: Interactions (advanced) - [ ] Ranged grab — two-tier: ITR-style telekinetic (short range), Alyx-style gravity-glove yank (long range) - [ ] Gravity grab
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dead-air/game-planning#24
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