tasklist

Development Task List

Automatically generated task list from all TODO items found in the documentation using Dataview.

Overview

Status Overview
File35TODOsWarningsstatus
general22-
overview22-
performance22-
technical-decisions20-
core-mechanics20-
spells-and-runes41approved
deck-building20approved
element-system20approved
mana-system11approved
spells01approved
cpu-architecture01deprecated
reactions70proposed
spell-integration41proposed
element-effects41proposed
determinism31proposed
cohesion30proposed
collision30proposed
object-merging31proposed
passes20proposed
movement20proposed
customization20proposed
physics00proposed
shader-data-layout60stub
config40stub
ui40stub
docs30stub
data-flow00stub
implementation-guide00stub
state-management00stub
deployment00stub
network-protocol00stub
performance00stub
security00stub
server-architecture00stub
getting-started00stub
All TODO Items
  • cohesion:
    • [implementation] Determine cohesion force formula through playtesting
    • [implementation] Determine cohesion radius through playtesting
    • [testing] Validate cohesion interaction with collision forces
  • collision:
    • [implementation] Determine collision force formula through playtesting
    • [testing] Validate collision response with various mass ratios
    • [discussion] Balance between collision force and combination trigger threshold
  • config:
    • Define configuration system architecture
    • Document configuration file formats
    • Add runtime configuration management
    • Document environment-specific settings
  • core-mechanics:
    • [discussion] Confirm healing mechanics approach (no healing vs tile-based healing zones)
    • [discussion] Map size constraints for optimal performance
  • customization:
    • [discussion] Curse system implementation details
    • [discussion] Curse stacking rules and limits
  • deck-building:
    • [discussion] Maximum deck size limits
    • [discussion] Spell acquisition and progression system
  • determinism:
    • [implementation] Specify exact fixed-point formats for velocity and position
    • [implementation] Implement cross-platform validation test suite
    • [testing] Validate determinism across different GPU architectures
  • docs:
    • Complete main documentation index
    • Add project overview section
    • Add getting started quick links
  • element-effects:
    • [design] Define force types and magnitudes for all 26 elements
    • [design] Define tile transformation effects for double-element spells
    • [design] Define passive modifications for triple-element spells
    • [discussion] Determine which elements use impulse vs velocity-set forces
  • element-system:
    • [discussion] Void rune effects
    • [discussion] Triple element spell niche uses
  • general:
    • [documentation] Update navigation to mark outdated documents
    • [documentation] Remove active region references
  • mana-system:
    • [discussion] Flower recharge timing balance - 3-turn cycle interaction with action cooldown
  • movement:
    • [discussion] Define mass values for different object types across all layers
    • [testing] Validate velocity damping needs through playtesting
  • object-merging:
    • [implementation] Specify exact combination distance threshold d
    • [implementation] Implement scatter-gather algorithm for multi-object merges
    • [testing] Validate momentum conservation in merges
  • overview:
    • [discussion] Mass values for different tile types in collision physics
    • [documentation] Document actual determinism approach (simultaneous read/write passes)
  • passes:
    • [implementation] Determine optimal number of overlap passes through profiling
    • [discussion] Frame timing coordination with reactions and rendering
  • performance:
    • [documentation] Rewrite performance strategy without active regions
    • [discussion] Alternative optimization approaches without active regions
  • reactions:
    • [design] Change object merging so second overlap prevents creation (no triple+ merges)
    • [design] Design cross-layer object creation during reactions
    • [design] Triple-element spells will provide passive modifications to reactions and forces for their duration
    • [implementation] Build hashmap structure for merge reactions (type pairs -> new type)
    • [implementation] Design search tree for environmental reaction lookups
    • [discussion] Define all timer types needed (burning, freezing, electrified, etc.)
    • [discussion] Define all reaction rules (merges and environmental)
  • shader-data-layout:
    • [implementation] List all data fields needed in GPU shader passes
    • [implementation] Determine bit allocation for each field
    • [implementation] Calculate total storage requirements per object
    • [implementation] Optimize bit-packing to minimize texture memory usage
    • [discussion] Determine timer type bit count based on number of timer types needed
    • [discussion] Determine timer value bit count based on maximum time duration needed
  • spell-integration:
    • [discussion] Define which spell elements use impulses vs velocity setting
    • [implementation] Specify spell force magnitudes per element
    • [discussion] Determine if spell forces ignore mass or not
    • [design] Triple-element spells will provide passive modifications to reactions and forces for their duration
  • spells-and-runes:
    • [discussion] Number of casting slots/pools - using 4 as example, final count TBD
    • [discussion] Obstruction checks for line of sight
    • [discussion] Specific shape primitives for spell design
    • [discussion] Single element rune additional effects beyond mana recharge
  • technical-decisions:
    • [discussion] Specific mass values for different tile types in collision physics
    • [discussion] Frame rate coordination between physics, reactions, and rendering
  • ui:
    • Define UI system architecture
    • Document component hierarchy
    • Add interaction patterns
    • Document accessibility requirements
All Warnings
  • cpu-architecture:
    • [outdated] Entire file - Spell system now fully GPU-accelerated, not CPU-based
  • determinism:
    • [proposed] Fixed-point precision needs validation through testing
  • element-effects:
    • [proposed] Element effects are design proposals awaiting gameplay testing
  • general:
    • [outdated] Active Region System referenced but not being implemented
    • [outdated] Multiple linked documents describe outdated approaches (implementation-guide, data-flow)
  • mana-system:
    • [outdated] All fire/water/earth/air references removed - replaced with 6-element system
  • object-merging:
    • [proposed] Scatter-gather implementation approach needs specification
  • overview:
    • [outdated] Active region optimization references removed - system not being implemented
    • [outdated] data-flow.md reference is outdated
  • performance:
    • [outdated] Active Region System section describes system that is NOT being implemented
    • [outdated] 32×32 chunk references throughout document
  • spell-integration:
    • [proposed] Element-to-force mapping needs spell system design completion
  • spells:
    • [outdated] Previously mentioned CPU-only design - now fully GPU-accelerated
  • spells-and-runes:
    • [outdated] Previously mentioned CPU processing - now fully GPU-accelerated
Files by Status
File30statustagsTODOsWarnings
deck-buildingapproved
  • Architecture
20
element-systemapproved
  • Architecture
20
mana-systemapproved
  • Architecture
11
spellsapproved
  • Navigation
01
spells-and-runesapproved
  • Architecture
41
cpu-architecturedeprecated
  • Architecture
01
cohesionproposed
  • Architecture
  • Implementation
30
collisionproposed
  • Architecture
  • Implementation
30
customizationproposed
  • Architecture
20
determinismproposed
  • Architecture
31
element-effectsproposed
  • Architecture
  • Implementation
  • Reference
41
movementproposed
  • Architecture
  • Implementation
20
object-mergingproposed
  • Architecture
  • Implementation
31
passesproposed
  • Architecture
  • Implementation
20
physicsproposed
  • Navigation
00
reactionsproposed
  • Architecture
  • Implementation
70
spell-integrationproposed
  • Architecture
  • Implementation
41
configstub
  • Navigation
40
data-flowstub
  • Architecture
00
deploymentstub
  • Architecture
  • Multiplayer
00
docsstub
  • Navigation
30
getting-startedstub
  • Development
00
implementation-guidestub
  • Architecture
  • Development
00
network-protocolstub
  • Architecture
  • Multiplayer
00
performancestub
  • Architecture
  • Multiplayer
  • Performance
00
securitystub
  • Architecture
  • Multiplayer
  • Security
00
server-architecturestub
  • Architecture
  • Multiplayer
00
shader-data-layoutstub
  • Reference
  • Implementation
60
state-managementstub
  • Architecture
00
uistub
  • Navigation
40

TODO Items by Category

Warnings by Type

Specific Status Views


Note: This page automatically aggregates todos, warnings, and status information from frontmatter metadata across all documentation files. For complete documentation on how to use frontmatter fields (status, tags, todo categories, warning types) and integration with the documentation structure, see cross-referenceFrontmatter Metadata Documentation.