- Added UI/UX specification for prop roles and set down mechanics in phase 17a. - Created `PropStageRoles` script to manage normalized behavior for props, including depth, motion, and collision settings. - Introduced `StagePhysicsPolicy` for shared physics configurations related to props and actors. - Developed comprehensive tests for prop roles, including default settings, legacy migration, serialization, and runtime behavior. - Ensured proper handling of set down actions, including clearance and orientation preservation.
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Feature Backlog
This is the live list of future Stickman Studio feature ideas. Designer maintains it as ideas become clear in discussion with the user.
Suggested order
Priorities are recommendations for discussion, not a committed release schedule. Keep higher-priority items first and explain the reason for each ranking.
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Move To with selectable movement styles — Status: Verified · Suggested priority: High. Intent: Give a stickman one destination action with a per-action style choice, starting with Walk (default) and Run; leave room for future styles like Fly. Use a fixed pace for each style initially, matched to its animation. Rationale: Children can direct the same route at different paces without choosing duplicate action types. The first run cycle should read as a believable human gait on the existing stickman rig, with clear foot contact and push-off, a flight phase, alternating arm swing, and cadence matched to travel speed. Connections: Phase 16 design brief,
scripts/stage/action_registry.gd,scripts/editors/stage/action_editor.gd,scripts/stage/stage_scene_io.gd,scripts/characters/stickman/stickman_locomotion.gd,scripts/tools/create_animations.gd; existing scenes and rules currently storewalk_toand should continue as Move To · Walk. -
Prop depth and behavior settings — Status: Planned · Suggested priority: Medium. Intent: Let placed props draw behind or in front of characters, and keep every prop selectable in EDIT even when covered. Dynamic sorting with characters is deferred until the Stage has a clear front/back movement convention. Rationale: Children can build layered sets with independently configurable visual depth, physics/support behavior, and interaction. Some props can provide surfaces that support other props while remaining pass-through for characters; others can block characters, move under physics, be picked up, or react to events. These roles should work across prop types rather than depend on one table-and-pot example. New placements start still and use a selected-prop settings card. Set Down targets a clicked stage-world release point, alongside free Drop and Throw; physics determines the subsequent landing on existing collision geometry, with no support-surface authoring. Door open/close behavior and scene travel stay in the later doorway feature. This is Phase 17a in the Phase 17 — Props for Storytelling plan, with an approved 17a UI specification. Connections:
scripts/props/prop_block.gd,scripts/stage/stage_scene_io.gd,scripts/stage/stage_spawner.gd,scripts/stage/stage_selection.gd,scripts/editors/stage/sandbox_stage.gd,scripts/characters/stickman/stickman_prop_interactor.gd, Phase 11 prop interactions. -
Functional doorways and doors — Status: Idea · Suggested priority: Medium. Intent: Let placed door artwork serve as scenery, an open passage, or a closed wall door that blocks characters until opened; an open passage may optionally link to another scene and arrival point. Rationale: Children can reuse door art for different stage roles. Door open/close actions and scene travel add state and depend on the basic prop blocking model and dynamic scene loading; keep this as later work. Whether a doorway activates automatically or through a directed action remains open. Connections:
scripts/stage/stage_scene_io.gd,scripts/stage/trigger_area.gd,scripts/stage/trigger_registry.gd,scripts/editors/stage/sandbox_stage.gd. -
Vector stage backgrounds and wall finishes — Status: Idea · Suggested priority: Medium. Intent: Let children build zoomable backdrop scenery such as brick or wooden room walls, with no collision. Rationale: A broad background wall should be quick to paint and sit behind the action; its material/look is independent from whether a wall is physically solid. Walls that block characters fit static structure/terrain behavior, while loose bricks and planks remain movable props. The current Stage has vector terrain and props but no saved background-art system. Connections:
scripts/terrain/terrain_block.gd,scripts/stage/stage_scene_io.gd,scripts/editors/stage/sandbox_stage.gd. -
Use spots on props — Status: Planned · Suggested priority: Medium. Intent: Let children mark a handle, button, or lever on a placed prop and direct a stickman to use it. Rationale: A Use spot is distinct from a grip anchor: the prop stays in place while the stickman reaches to it. Initial direction is an instance-level spot that produces a Used prop event after the stickman reaches and completes the interaction. Rules can respond to use of the whole prop or filter for one specific spot; the event identifies the stickman, prop, and spot. Built-in effects such as toggling a light are deferred. The Stage needs a clear standing/reach target, visible EDIT feedback, and an understandable unreachable cue. This is Phase 17b in the Phase 17 — Props for Storytelling plan. Connections:
scripts/props/prop_anchor_data.gd,scripts/props/prop_block.gd,scripts/characters/stickman/stickman_prop_interactor.gd,scripts/stage/action_registry.gd,scripts/stage/trigger_registry.gd. -
Prop impact reactions — Status: Planned · Suggested priority: Medium. Intent: Let a prop wobble, topple, or break when struck or thrown. Rationale: Adds slapstick and cause-and-effect stories using the existing collision events. Initial direction: physics-derived hit strength drives a short controlled wobble, with no child-facing force slider; PLAY reset restores the authored state. Topple and break remain later options. This is Phase 17c in the Phase 17 — Props for Storytelling plan. Connections:
scripts/props/prop_block.gd,scripts/editors/stage/sandbox_stage.gd,scripts/stage/trigger_registry.gd. -
Group props into set pieces — Status: Planned · Suggested priority: Low. Intent: Let children group objects for organization and moving together within one scene. Rationale: Scene-only groups make arranging furnished sets faster. In PLAY, each item keeps its own physics and interaction; picking up one prop does not move the rest, and stopping PLAY returns the grouped items to their authored arrangement. Reusable set-piece assets are deferred. This is Phase 17d in the Phase 17 — Props for Storytelling plan. Connections:
scripts/stage/stage_selection.gd,scripts/editors/stage/sandbox_stage.gd,scripts/stage/stage_scene_io.gd.
Entry format
For each feature, record:
- Status: Idea, Exploring, Planned, Verified, or Parked
- Suggested priority: High, Medium, or Low
- Intent: The user goal or experience the feature should support
- Rationale: Why it may be valuable and how it fits the project
- Connections: Relevant project docs, code, and dependencies, when known
Historical context
The archived roadmap is historical material, not an active priority list. Revisit individual ideas from it only when they are relevant to a current discussion.