updating project context and roadmap files
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The **forward-looking plan**: what's done, what's next, and the sequencing. Current-state architecture and the full list of implemented systems live in [`Project_Context.md`](Project_Context.md) — read that first for "how things work today." This document focuses on direction and remaining work.
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Last substantial update: 2026-06-23 (reorganized around the roguelike pivot).
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Last substantial update: 2026-06-24.
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---
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@ -34,13 +34,13 @@ All players start with the **same three towers** — **Basic Arrow** (ground+air
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## Status at a glance
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**Done & merged:** functional match loop end-to-end (placement, construction, waves, pathfinding, combat, match-end), HUD, lobby + race selection, economy, enemies + A* pathfinding, **flying enemies + air-targeting**, **per-player tower deck** (roguelike keystone #1).
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**Done & merged:** functional match loop end-to-end, HUD, lobby + race selection, economy, enemies + A* pathfinding, **flying enemies + air-targeting**, **per-player tower deck** (keystone #1), **draft Slice 1** (spine + "new tower"), **TowerRegistry removal** (towers replicate by `TowerTypeId`), **per-tower construction-phase build visuals**, **ground-seating from mesh bounds**, **Tesla Coil tower** (Electric + AllInRange + arc VFX with real flash/impact lights).
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**Done, pending commit/merge:** **draft system Slice 1** (the draft spine + "new tower" choice), verified working in-engine on branch `feature/draft-system`.
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**In progress (branch `feature/post-processing`):** project-wide **grimdark post-processing** grade + HDR; Tesla arc lighting polish. *(This branch was fast-forwarded onto the Tesla work; commit the post-processing assets + the `TeslaArcVisual` light additions.)*
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**Paused:** in-match Paint system (overlaps with systemic upgrades — reconcile before building further).
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**Paused:** in-match Paint system (overlaps with systemic upgrades).
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**Next:** draft Slice 2 (systemic upgrades).
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**Next:** draft **Slice 2 (systemic upgrades)**; the **grimdark lighting pass** (see Part C); author 2 more new-tower designs.
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@ -49,8 +49,8 @@ All players start with the **same three towers** — **Basic Arrow** (ground+air
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### A1. Per-player tower deck — ✅ DONE (merged)
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Towers are unlocked per player, not globally available. See [`Project_Context.md`](Project_Context.md).
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### A2. Draft spine + "new tower" (Slice 1) — ✅ DONE (branch `feature/draft-system`)
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Server generates 3 weighted options per player each prep phase; players pick via a non-modal HUD overlay; unpicked auto-resolve at prep end; gold "Buy Roll" purchases extra rolls. Only choice type is **New Tower** (grants into `PlayerTowerDeck`). *Commit/merge pending.*
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### A2. Draft spine + "new tower" (Slice 1) — ✅ DONE & merged
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Server generates 3 weighted options per player each prep phase; players pick via a non-modal HUD overlay; unpicked auto-resolve at prep end; gold "Buy Roll" purchases extra rolls. Only choice type is **New Tower** (grants into `PlayerTowerDeck`).
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### A3. Draft Slice 2 — systemic tower upgrades — ⏭ NEXT
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- Add an upgrade `DraftOption` subclass applying **systemic** modifiers: "all towers of damage-type X gain Y", "all projectile-type X …", "unlock Lv.2 across deck".
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@ -65,8 +65,8 @@ Secondary-objective tracking ("place 50 towers in 5 min", "leak 0 for 3 waves")
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### A6. Enemy debuffs (draft choice #3)
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Temporary debuffs purchasable in the draft (weaker / slower / **downgrade a tier**). "Downgrade" implies an **ordered enemy progression** the data doesn't model yet — add that first.
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### A7. Tower content beyond the starting three
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The "new tower" draft is only meaningful once the pool has towers **beyond** the starting set. Author additional tower types (definitions, prefabs, draft options). *(Until then, the new-tower draft has nothing valid to offer because all towers are starting towers.)*
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### A7. Tower content beyond the starting set — IN PROGRESS
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The "new tower" draft needs towers beyond the starting set to be meaningful. **Tesla Coil is the first** (Electric, AllInRange, ProBuilder mesh, draftable). The user planned **3 new towers** total so Siege + Wall can return to the starting deck — **2 more designs still pending** from the designer. Each new tower = a `TowerDefinition` + prefab + `NewTowerDraftOption`, added to `towerDefinitions` (catalog) + `DraftPool` (+ network prefab list).
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### A8. Cross-match persistence / meta-progression
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Player profile saving owned content; **win/loss reward pools** drawn server-side at match end; the customization menu. **Requires a session-stable tower/option ID** (catalog indices reset each match — see Context "technical debt").
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@ -91,8 +91,10 @@ Player profile saving owned content; **win/loss reward pools** drawn server-side
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These are concrete, scheduled-soon visual fixes (placeholders are otherwise point-isolated and swap cleanly):
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- **Enemy idle animation support — NEW.** Add idle animation states to **all** enemy prefabs (enemies currently lack an idle; needed for held/spawned and between-waypoint states, and as the foundation for the stepped-animation direction below).
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- **Tower footprint visuals fill the full 2×2 — NEW.** Tower meshes (the new cones / placeholder shapes) sit centered and read smaller than the tile area they occupy. Update the visuals so a placed tower clearly fills its entire 2×2 footprint (matters for readability of maze packing and for the Wall especially).
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- **Grimdark lighting pass — NEXT.** The post-processing grade is in (ACES/desaturate/contrast/bloom/vignette, project-wide via `DefaultVolumeProfile`), but a brightly-lit ice map undercuts it. Lower the scene **ambient**, add a hard moody **directional key**, raise contrast — post can't carry grimdark without the lighting. (Ultimately the level art needs to go darker/industrial too.)
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- **Enemy idle animation support.** Add idle states to **all** enemy prefabs (needed for held/spawned + between-waypoint states; foundation for the stepped-animation direction below).
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- **Tower footprint visuals fill the full 2×2.** Meshes read smaller than the tile they occupy; make a placed tower visually fill its footprint (matters for maze readability, esp. the Wall).
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- **Done this session:** per-tower **construction-phase build visuals** (`ConstructionPhaseSet`) and **ground-seating** so any-pivot meshes sit flush — both shipped.
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