3.8 KiB
3.8 KiB
Epic 4 - World Topology and Zone Infrastructure
Source Anchors
- Master epic reference:
neon_sprawl_vision.plan.md— Core Epic Map, System Modules Epic 4 - Related modules: E4.M1, E4.M2, E4.M3, E4.M4
Ownership and success (Level 1)
- Ownership focus: Online/Backend Engineering + World Design
- Success criteria: Mostly seamless open world runs reliably with predictable transitions and low-disruption handoffs.
Objective
Represent the world as a zone graph with travel rules, security-tier signaling for PvP policy, and later spawn ecology and seamless handoffs so content scales from one district to regional scope without rewiring fundamentals.
Module Breakdown
E4.M1 - ZoneGraphAndTravelRules
- Responsibility: Regional zone graph, transition links, movement and travel constraints.
- Key contracts:
ZoneDef,ZoneEdge,TravelRule - Dependencies: None
- Stage target: Prototype
E4.M2 - SpawnEcologyController
- Responsibility: Resource and NPC spawn profiles per zone, respawn pacing, depletion recovery.
- Key contracts:
SpawnProfile,RespawnRule,ZoneEcologyState - Dependencies: E4.M1, E3.M1, E5.M2
- Stage target: Pre-production
E4.M3 - SeamlessHandoffAndRegionState
- Responsibility: Cross-region handoff behavior and region authority ownership boundaries.
- Key contracts:
RegionHandoffEvent,RegionAuthority,TransferState - Dependencies: E4.M1, backend world services
- Stage target: Pre-production
E4.M4 - SecurityTierZoneFlags
- Responsibility: High/contested/low-security tagging and client/server zone risk signaling.
- Key contracts:
SecurityTier,ZonePolicyState,ZoneEntryWarning - Dependencies: E4.M1
- Stage target: Prototype
Implementation Slices (Backlog-Ready)
Slice 1 - Prototype district zone graph
- Scope: E4.M1 defining hub, PvE pocket, and edge zones with valid transitions.
- Dependencies: None
- Acceptance criteria:
- Server and client agree on current zone id for every player.
- Travel rules prevent illegal shortcuts.
- Telemetry hooks:
zone_enter,zone_exit, invalid transition attempts.
Slice 2 - Security tier tagging and UI hooks
- Scope: E4.M4 on E4.M1: per-zone
SecurityTier,ZonePolicyState, and entry-warning payloads. E6.M1 subscribes to this data for PvP eligibility (implemented in Epic 6; no circular module dependency). - Dependencies: E4.M1
- Acceptance criteria:
- Server-authoritative tier matches client display for each zone transition; entry-warning contract is stable for E6.M2 to consume.
- Telemetry hooks:
security_zone_enter,security_zone_exit(aligned with PvP events).
Slice 3 - Spawn ecology (pre-production)
- Scope: E4.M2 driving node and NPC densities per zone from data.
- Dependencies: E4.M1, E3.M1, E5.M2
- Acceptance criteria:
- No zone starvation or infinite respawn exploits in test scenarios.
- Telemetry hooks:
spawn_wave, ecology depletion/recovery markers.
Slice 4 - Seamless handoff spike (pre-production)
- Scope: E4.M3 minimal viable handoff between two regions with authority transfer.
- Dependencies: backend world services
- Acceptance criteria:
- Handoff completes without duplicate entities; rollback path documented.
- Telemetry hooks:
region_handoff_start,region_handoff_complete, failures.
Risks and Mitigations
- Risk: Zone/security inconsistencies between client and server.
- Mitigation: Server is source of truth; client prediction only for display.
- Risk: Premature seamless complexity for solo dev.
- Mitigation: Prototype stays single region; handoff is gated pre-production slice.
Definition of Done
- Prototype zone and security signaling validated with Epic 6.
- Pre-production spawns and handoffs meet stage gates in master plan.