2.2 KiB
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 issuesclient.
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.