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