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stickman/ROADMAP.md
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ryan bf11a5fab5 Add Phase 3a Core Director Functionality
- Introduced `PHASE_3a_CORE_DIRECTOR.md` detailing the core functionality for directors, including navigation, action queue, UI, waypoint visualization, and action execution.
- Implemented `StageDirectorVisuals` for drawing stickman action queues in edit mode, including waypoints and action badges.
- Created `SpeechBubble` class for displaying speech bubbles above stickmen, with customizable text and styling.
2026-08-30 00:29:30 -04:00

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Stickman Sandbox Builder - Project Roadmap

A kid-friendly (ages 1015) interactive physics sandbox where users build environments, script stickman behaviors, and run live simulations.


1. Core Feature Breakdown

Environment & Physics Foundation

  • Terrain Construction: Static environment pieces (floors, ramps, steps, walls) using StaticBody2D with grid snapping and auto-tiling collision boundaries.
  • Dynamic Props: Rigid-body objects (boxes, balls, platforms) with customizable physical properties (gravity, mass, bounce, friction).
  • Dynamic Ragdoll Engine: Seamless transition for stickmen between kinematic/animation-driven movement and dynamic RigidBody2D ragdoll physics upon impact, falling, or manual triggers.

Character Action & Directives

  • Point-and-Click Navigation: Pathfinding and waypoint movement system for walking, running, and climbing to target positions.
  • Action & Speech Queues: Sequenced action engine allowing stickmen to speak (speech/thought bubbles) and perform contextual animations (jump, wave, dance).
  • IK Environment Interaction: Contextual IK targeting for gripping props, sitting on ledges, or stepping on uneven terrain.

Kid-Friendly UI & Canvas

  • Palette Workbench: Icon-driven sidebar categorization (Terrain, Props, Actors, Logic) for drag-and-drop creation.
  • In-World Context Menus: Popover radial menus on selected objects for quick actions (e.g., Set Speech, Assign Action, Edit Color, Toggle Ragdoll).
  • Simplified Gizmos: Intuitive, clutter-free handles for scaling, rotating, and moving objects in 2D space.

Visual Logic & Event Triggers

  • Event-Action Rules: Simplified cause-and-effect block system (e.g., When [Stickman] touches [Red Button] → [Drop Box]).
  • Area Triggers: Placeable sensor zones (Area2D) that fire scene events when characters or props enter/exit.

Scene Management & State

  • Play / Edit Mode Toggle: Instant mode switching—Edit Mode freezes physics for building; Play Mode unfreezes physics and runs interactive behaviors.
  • Save/Load System: JSON serialization engine to preserve scene layouts, prop positions, customized stickmen, and event scripts.

Phase Focus Core Deliverables Target Architecture
Phase 1 Physics & Ragdolls Terrain shapes, prop physics, and Kinematic-to-Ragdoll swap RigidBody2D + PinJoint2D
Phase 2 Play / Edit Engine World building harness, object spawner, selection & transform gizmos State Machine & Canvas Layer
Phase 3 Character Actions Waypoint pathfinding, speech bubbles, animation/action queuing NavigationAgent2D + Action Runner
Phase 3a () Core Director Functionality Direct tool + action popup, per-stickman action queues, waypoint/badge visuals, nav mesh + runner NavigationAgent2D + NavigationRegion2D + Action Runner
Phase 4 Visual Logic Sensor zones, trigger-action mapping, interactive props Event Bus & Logic Nodes
Phase 5 UX Polish & Saving Radial context menus, sidebar palette, JSON scene serialization UI Theme & JSON Parser

3. Detailed Phase Breakdown

Phase 1: Physics & Ragdoll Foundation

  1. Build static terrain blocks (StaticBody2D) with slope and step collision.
  2. Create dynamic prop types (RigidBody2D) with mass and surface material presets.
  3. Implement ragdoll transition: detach visual bones/rig from animation drivers and bind to physics joint network on trigger.

Phase 2: Edit vs. Play Sandbox Harness

  1. Implement central GameManager handling EDIT and PLAY states.
  2. Create object spawner interface allowing drag-and-drop placement from UI into the world.
  3. Add hover, selection outline, and 2D transform gizmos (translate, rotate, delete) active during EDIT mode.

Phase 3: Character Command System

  1. Integrate NavigationAgent2D on stickmen for walking across user-built terrain. ( Phase 3a: code-built NavigationRegion2D re-baked on terrain edits; walk_to paths across placed blocks.)
  2. Build a directive queue manager (WalkTo, PlayAnim, SayText, Wait). ( Phase 3a: walk_to / speak / wait / ragdoll / recover actions + per-rig action queue + queue runner.)
  3. Add floating UI speech bubbles tied to the Head bone transform. ( Phase 3a: SpeechBubble, a world-space _draw() bubble child of the rig above the head.)

Phase 4: Logic & Triggers

  1. Create TriggerArea2D nodes with visual boundaries visible in Edit Mode.
  2. Build lightweight node-based or dropdown event connector (Trigger -> Target -> Action).
  3. Implement interactive props like buttons, levers, and trapdoors.

Phase 5: UI Refinement & Persistence

  1. Build radial popover context menu for selected objects.
  2. Polish UI layout, visual feedback, and sound effects for kid accessibility.
  3. Implement full scene save/load pipeline targeting .json format.