Added README, design spec, roadmap, and contributing guide for PokerRogue. Updated .gitignore with Visual Studio template. Introduced .slnx solution file to organize documentation under Solution Items.
1.5 KiB
1.5 KiB
PokerRogue Roadmap
This roadmap outlines the planned development phases for PokerRogue.
Dates are intentionally flexible.
🧪 Phase 1 – Core Combat Prototype
Goal: A single playable poker fight
- Poker hand state machine
- STRIKE / GUARD / DODGE actions
- Pot & Edge system
- Basic enemy AI (1 archetype)
- Minimal fight UI
Deliverable: One enemy, one fight, fully playable
🗺️ Phase 2 – Run Skeleton
Goal: A full run from start to boss
- Procedural map (10–15 nodes)
- Fight / Event / Shop nodes
- Rewards (skills & relics)
- 3 enemy archetypes
- 1 boss with rule modifier
Deliverable: Complete run loop
🧠 Phase 3 – Builds & Depth
Goal: Meaningful player builds
- 20+ skills
- 20+ relics
- Status effects system
- Build synergies
- Balance pass
Deliverable: Distinct playstyles
👑 Phase 4 – Meta Progression
Goal: Long-term replayability
- Meta currency
- Unlockable content pools
- Save / Load
- Starting loadouts
Deliverable: Persistent progression
✨ Phase 5 – Polish & Content
Goal: Production-ready feel
- UI polish & animations
- Sound & juice
- More enemies & bosses
- Accessibility & settings
Deliverable: Public demo / early access
🚧 Out of Scope (for now)
- Multiplayer
- Real-money poker simulation
- Solver-level AI
🏁 Vision
PokerRogue should feel:
- Fast
- Tactical
- Dangerous
- Addictive
Poker as combat. Risk as power.