neon-sprawl/docs/decomposition/epics/_epic_template.md

2.2 KiB

Epic -

Source Anchors

  • Master epic reference: neon_sprawl_vision.plan.md
  • Related modules: <E#.M# list>

Ownership and success (Level 1)

  • Ownership focus: <Design + Engineering + Client presentation (Godot) when player-visible>
  • Success criteria:playable in the client for prototype slices, not server/Bruno-only proof.

Objective

<One paragraph stating the player/business outcome this epic must deliver.>

Module Breakdown

-

  • Responsibility:
  • Key contracts: <data/events/interfaces>
  • Dependencies: <upstream modules/services>
  • Stage target: <Prototype | Pre-production | Production>

Implementation Slices (Backlog-Ready)

Slice 1 -

  • Scope (server / content):
  • Scope (client): <Godot HUD / wiring — required if player-visible; write "N/A — infrastructure only" otherwise>
  • Dependencies:
  • Acceptance criteria:
    • Server:
    • Client (Godot): <criterion — required if player-visible>
  • Telemetry hooks: <events/KPIs>
  • Linear backlog: docs/plans/… — create server + client issues in one pass; label client issues client.

Slice 2 -

  • Scope (server / content): …
  • Scope (client): …
  • Dependencies: …
  • Acceptance criteria:
    • Server: …
    • Client (Godot): …
  • Telemetry hooks: …

Risks and Mitigations

  • Risk:
    • Mitigation:

Definition of Done

  • Prototype slices meet pass/fail gates in the Godot client, not Bruno-only (vision — Prototype Scope).
  • Server + client Linear backlogs exist for every player-visible slice (full-stack decomposition rule).
  • Dependencies documented and stable.
  • Telemetry events emitted and visible.
  • No blocker defects for target phase.