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2.0 KiB
2.0 KiB
TODO
Deferred work, in rough priority order. The current architecture (ShipAction/ShipController seam, Arena/GameMode split, code-driven spawning, group-tagged ball/goals) was chosen specifically so these bolt on without rework.
AI opponent (reinforcement learning)
The training pipeline is built — see TRAINING.md (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining:
- Run the generation-5 handling/intercepts/league/teamplay curriculum described in
TRAINING.md; promote later checkpoints asmedium/hardonly after they clear the match and behaviour gates. - Extend generation 5's moving aerial-intercept states with wall plays and rebound scenarios after Stage 5 establishes a productive-air-touch baseline.
- Design team-credit rewards and paired 2v2 evaluation before enabling the deferred teamplay stage.
Presentation / AAA polish
The largest gap between this and a AAA-feeling product is presentation, not code. Sequenced after the above for pragmatic reasons, but this is the highest impact per hour.
- Audio — there is none. Zero sound files, zero
AudioStreamPlayernodes, no bus layout. Needs: engine hum pitched to throttle, turbo whoosh, ball impacts scaled by collision impulse, wall scrapes, goal explosion, crowd bed, UI clicks, countdown beeps, music. Can be driven offShip's existing telemetry signals. - Custom font + a real
Themeresource for the HUD.ThemeDB.fallback_fontat 10-13 px reads as a debug overlay.
Multiplayer (long term)
RemoteShipController extends ShipController— feeds replicatedShipActions from a network peer into the local ship simulation.- Networked
GameModesubclass: per-peer ship spawning (MultiplayerSpawner or custom), authoritative server for ball/score. - C# backend / online servers per README roadmap (not started).
- Possible v0.2 split-screen: spawn one
ship_camera_rig+ viewport per local player (camera is already outside the ship scene to allow this).