docs: update prototype progress tracking#22
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| - [ ] Implement the first server-authoritative combat reward path that can grant | ||
| BodyTime after a validated enemy kill or objective completion. |
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Keep the BodyTime MVP status unchecked
This newly added TODO says the first server-authoritative BodyTime reward path is still missing, and the new vertical-slice snapshot also says normal-play earn/spend sources are still outside debug controls. That conflicts with the roadmap item just above that marks Add BodyTime meter MVP with one earn source and one spend sink complete, so the execution tracker will report the Time-as-currency MVP as done while only debug RPC controls exist. Please split debug plumbing from the real earn/spend milestone or leave that MVP item unchecked until normal-play paths land.
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| | 20 | Quest progress persistence | Persistence | MVP | Not started | (TDD pending) | Profile, Quest system | | ||
| | 21 | Level/stat persistence | Persistence | MVP | Prototype | (covered by profile/runtime contracts) | Profile | | ||
| | 22 | Auth (Nakama + DOS Chain wallet, Supabase sidecar if useful) | Persistence | MVP | Not started | (TDD pending - reuse DOS.Me pattern as identity bridge reference) | Nakama, thirdweb | | ||
| | 22 | Auth (Nakama + DOS Chain wallet, Supabase sidecar if useful) | Persistence | MVP | Prototype | (TDD pending - reuse DOS.Me pattern as identity bridge reference) | Nakama, thirdweb | |
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Do not mark wallet auth as prototyped
This row describes the Auth system as Nakama + DOS Chain wallet, but the change marks the whole system Prototype even though the current implementation only has Nakama/Supabase/device auth paths; a repo-wide search for wallet, sign-message, and thirdweb auth code shows no DOS Chain wallet login flow. This hides a required slice auth gap in the tracker, so split the row or keep the wallet-auth portion not started until that flow exists.
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| | 9 | Dungeon instance (1 dungeon, 1 boss) | Gameplay | VS | Not started | (TDD pending) | Combat, NPC dialogue, Photon | | ||
| | 10 | Boss LLM dialogue (Convai grounded) | Gameplay | VS | Not started | (TDD pending) | NPC dialogue | | ||
| | 11 | AI agent for offline players (server-side) | Gameplay | VS | Drafted | [10-character-profile-agent-memory.md](10-character-profile-agent-memory.md) | NetworkRunner, api.dos.ai / Go LLM Gateway, intent schema | | ||
| | 11 | AI agent for offline players (server-side) | Gameplay | VS | Prototype | [10-character-profile-agent-memory.md](10-character-profile-agent-memory.md) | NetworkRunner, api.dos.ai / Go LLM Gateway, intent schema | |
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Keep server-side offline agent out of Prototype
This system is specifically the server-side offline-player agent, but the repo still only has a Unity PrototypeLLMAgentDriver toggled locally with P plus an OfflineAgent stub whose comments say the real dedicated-server decision loop is still TODO. Marking the offline-agent system as Prototype makes the signature feature look implemented in the tracker when there is no offline/background server loop or return activity flow yet, so keep this as drafted/partial or split the local driver from the actual offline-agent milestone.
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Summary
Verification
Review
Notes
read:project. The setup doc records the needed auth refresh command before automating project fields/items.