🎯 Purpose
The primary objective of v0.6.0 is to implement a fully functional, data-driven combat system powered by our Linear Sequencer Architecture. Instead of a hardcoded state machine, the entire battle flow (from the encounter start to the victory screen) should be driven by scriptable RON sequences (e.g., demo.battle.ron).
📝 Goal Summary
We need to expand the current Sequencer capabilities to support the complete Undertale-style battle loop. The engine must act as a runtime for battle scripts, effectively treating the "Player Turn," "Enemy Attack," and "Dialogue" as discrete, sequenced commands that modders can orchestrate.
Success Metric: The engine acts as a runtime capable of executing a full "Mad Dummy" recreation mod. If the Mad Dummy fight works (Dialogue -> Attack -> Finish Battle), the version is ready.
✅ Core Tasks
Here is the core objective of this update.
All objectives should be linked to specific Issues/PRs in the future.
If an objective is not linked, it means it is still a draft.
🎬 Sequencer & Architecture
Expand the Linear Sequencer to support interactive battle flow control.
Command Expansion: Implement missing commands required for a full battle loop:
⚔️ View (UI) & Interaction Logic
Implement the backend logic for the 4 main battle buttons triggered by the Sequencer.
👾 Enemy Content System
📦 Content & Documentation
✨ Bonus / Stretch Goals (Deltarune Style)
📅 Roadmap
Development Phases (Order of Execution):
- Phase 1: The Loop - Expand the Sequencer to support a full "Player Turn -> Enemy Turn" cycle without UI polish.
- Phase 2: Interaction - Wire up the FIGHT/ACT/ITEM/MERCY logic to the sequence commands.
- Phase 3: Visuals & Content - Implement Speech Bubbles, Enemy Sprites, and the Example Mod data.
- Phase 4: Docs & Polish - Finalize the API documentation and clean up the RON syntax.
🎯 Purpose
The primary objective of v0.6.0 is to implement a fully functional, data-driven combat system powered by our Linear Sequencer Architecture. Instead of a hardcoded state machine, the entire battle flow (from the encounter start to the victory screen) should be driven by scriptable RON sequences (e.g.,
demo.battle.ron).📝 Goal Summary
We need to expand the current Sequencer capabilities to support the complete Undertale-style battle loop. The engine must act as a runtime for battle scripts, effectively treating the "Player Turn," "Enemy Attack," and "Dialogue" as discrete, sequenced commands that modders can orchestrate.
Success Metric: The engine acts as a runtime capable of executing a full "Mad Dummy" recreation mod. If the Mad Dummy fight works (Dialogue -> Attack -> Finish Battle), the version is ready.
✅ Core Tasks
Here is the core objective of this update.
All objectives should be linked to specific Issues/PRs in the future.
If an objective is not linked, it means it is still a draft.
🎬 Sequencer & Architecture
Expand the Linear Sequencer to support interactive battle flow control.
Command Expansion: Implement missing commands required for a full battle loop:
bevy_alight_motioninstead. refactor: Replace bevy_smud with custom SDF rendering #42⚔️ View (UI) & Interaction Logic
Implement the backend logic for the 4 main battle buttons triggered by the Sequencer.
👾 Enemy Content System
toml/ron(stats, sprites, ACT commands).📦 Content & Documentation
demo.battle.ronanddemo_attack.performance.ronto validate the system.✨ Bonus / Stretch Goals (Deltarune Style)
ui_layout.ronparser to support multi-character (Party) layouts.DanmakuPerformancesystem.📅 Roadmap
Development Phases (Order of Execution):