# TODO

## Sprint 0 - Foundation

- [x] Add Studio Knowledge Graph foundation with nodes, edges, validation, index, and status report.
- [x] Add Production Factory Dashboard integration for recipes and work orders.
- [x] Add StudioOS Work Order Framework v1 with example recipe instances and reporting.
- [x] Add StudioOS Recipe Framework v1 with hero, enemy, level, UI, FX, and audio recipes.
- [x] Add Studio Dashboard status app and status JSON generator.
- [x] Create repository folder structure
- [x] Add README
- [x] Add PROJECT.yaml
- [x] Add RULES.yaml
- [x] Add STYLE_GUIDE.yaml
- [x] Add ASSET_REGISTRY.yaml
- [x] Add AI workflow
- [x] Add coding standards
- [x] Add decision log
- [x] Add basic templates
- [x] Add initial schemas
- [x] Add production DSL schema foundation
- [x] Add initial character, palette, material, and animation definitions
- [x] Add DSL validation script
- [x] Add asset registry v2 lifecycle source
- [x] Add asset registry schema foundation
- [x] Add asset registry lifecycle validator
- [x] Add central QA runner and latest JSON report
- [x] Document QA engine workflow

## Sprint 1 - Master Art Bible

- [x] Create Studio Bible v1.0 foundation under `production/` with Fase 1 through Fase 3.
- [x] Add `production/000_MASTER/SOURCE_OF_TRUTH.md` and VS001 PRD suite with frontmatter.
- [x] Expand Studio Bible with Fase 4 through Fase 6.
- [x] Add GDD, TDD, and Art Bible suites with frontmatter and implementation-oriented content.
- [x] Expand Studio Bible with Fase 7 through Fase 9.
- [x] Add Gameplay Bible, QA Bible, and Codex Workflow with VS-001 focus.
- [x] Create `docs/020_MasterArtBible/PixelArtStandard.md` with Pixel Art Standard v1.0.
- [x] Create `docs/020_MasterArtBible/MaterialRenderingBible.md` with Material Rendering Bible v1 and split material pages.
- [x] Create `docs/020_MasterArtBible/PaletteColorLibrary.md` with Palette & Color Library v1.0.
- [x] Create `docs/020_MasterArtBible/ShapeLanguageAndAnatomyBible.md` with Shape Language & Anatomy Bible v1.0.
- [x] Create `docs/020_MasterArtBible/AnimationFoundation.md` with Motion & Animation Foundation v1.0.
- [x] Create `docs/030_CharacterBible/CharacterProductionPipeline.md` with Character Production Pipeline v1.0 and Nova Striker reference implementation.
- [x] Add `assets/definitions/characters/CHR001_NovaStriker.yaml`, character schema, and `pnpm validate:character`.
- [x] Create `docs/035_VisualDevelopment/` with Visual Development Pipeline v1.0.
- [x] Add `assets/definitions/review/concept_review.yaml`, concept review schema, and `pnpm validate:concepts`.
- [x] Create Nova Striker Visual Development Pack with documentation, concept asset folders, machine definition, schema, and `pnpm validate:visual`.
- [x] Create `docs/040_ProductionPipeline/` with Asset Production Pipeline v1.0.
- [x] Add `production/definitions/asset_pipeline.yaml`, production pipeline YAML files, schema, and `pnpm validate:production`.
- [x] Create `docs/050_GoldenReference/` with Golden Reference Pack v1.0.
- [x] Add `assets/golden_reference/golden_reference.yaml`, schema, and `pnpm validate:golden`.
- [x] Create `production/characters/CHR001/` with the Nova Striker Production Pack.
- [x] Add `assets/definitions/characters/CHR001/production.yaml`, character production schema, and `pnpm validate:character-production`.
- [x] Create `production/characters/CHR001/identity/` with Hero Identity Package docs.
- [x] Add `assets/definitions/identity/CHR001_identity.yaml`, hero identity schema, and `pnpm validate:hero-identity`.
- [ ] Create `docs/020_MasterArtBible/ART_DIRECTION.md` with visual target, references policy, originality rules, and quality bar.
- [ ] Create `docs/020_MasterArtBible/PIXEL_THEORY.md` with canvas rules, line weight, manual anti-aliasing, dithering limits, and readability rules.
- [ ] Create `docs/020_MasterArtBible/LIGHTING_MODEL.md` with upper-right sunset key light, cool shadow rules, and examples to validate.
- [x] Create `docs/040_AnimationBible/ANIMATION_PRINCIPLES.md` with beat-'em-up timing, smear limits, anticipation, impact frames, and readable silhouettes.
- [ ] Create `docs/050_EnvironmentBible/ENVIRONMENT_RENDERING.md` with parallax layer roles, contrast bands, tile readability, and gameplay lane clarity.
- [ ] Create `docs/060_FXBible/FX_RENDERING.md` with hit spark, energy, dust, smoke, and screen-space readability rules.
- [ ] Create `docs/070_UIBible/UI_RENDERING.md` with HUD scale, pixel font guidance, icon rules, and combat feedback states.
- [ ] Create `docs/100_QA/QA_STANDARDS.md` with scoring rubric, blocker/major/minor criteria, and approval workflow.
- [ ] Update `templates/QA_CHECKLIST_TEMPLATE.md` from the accepted QA standards.
- [ ] Expand `specifications/dsl/character.schema.json` with bible-approved shape language and silhouette fields.
- [ ] Expand `specifications/dsl/palette.schema.json` with bible-approved color ramps and contrast validation fields.
- [ ] Expand `specifications/dsl/material.schema.json` with bible-approved rendering constraints.
- [ ] Expand `specifications/dsl/animation.schema.json` with anticipation, impact, recovery, and cancel-window fields.
- [ ] Replace registry `TODO:` source definitions with real DSL definitions as each bible module is accepted.
- [ ] Expand `schemas/asset-registry.schema.json` with bible-approved ownership, dependencies, and QA gate rules.
- [ ] Add schema-aware validation to the central QA runner.
- [ ] Add markdown link validation to the central QA runner.
- [ ] Document validator expectations in `tools/README.md`.

## Sprint 1.4 - Lighting Bible

- [ ] Create `docs/020_MasterArtBible/LightingBible.md` with Lighting Model 01 production rules.
- [ ] Define scene lighting presets for golden hour, sunset, night, indoor, industrial, emergency, laboratory, and mystic scenes.
- [ ] Link lighting presets to `assets/definitions/palettes/lighting.palette.yaml`.
- [ ] Expand palette validation with contrast calculations for lighting and UI pairs.
- [ ] Update asset registry source definitions for lighting-dependent assets when accepted.

## Sprint 2.4 - Vanguard Identity Package

- [ ] Create `production/characters/CHR002/identity/` for Vanguard.
- [ ] Add Vanguard identity YAML.
- [ ] Validate Vanguard against the hero identity schema.
- [ ] Compare Vanguard identity against CHR001 hero identity benchmark.
- [ ] Keep `pnpm qa` green before commit.

## Studio Bible Step 4 - Machine-readable Index and Reports

- [ ] Add `production/013_DEFINITIONS/*.yaml`.
- [ ] Add `production/012_SCHEMAS/*.json`.
- [ ] Add `tools/docs/generate-doc-index.mjs`.
- [ ] Add `docs:index` package script.
- [ ] Generate `production/015_REPORTS/document-index.md` and `production/015_REPORTS/status-report.md`.
- [ ] Run `pnpm validate` before commit.

## Sprint 2 - Character Bible

- [ ] Nova Striker bible
- [ ] Vanguard bible
- [ ] Colossus Prime bible
- [ ] Liberty Guard bible
- [ ] Thunder Chief bible

## StudioOS Recipe Framework

- [x] Create `recipes/` registry and six v1 recipe definitions.
- [x] Add `schemas/recipe.schema.json`.
- [x] Add `pnpm validate:recipes`.
- [x] Add `pnpm recipes:report`.
- [ ] Add recipe status cards to the Studio Dashboard UI.
- [ ] Connect recipes to the future knowledge graph document index.
- [ ] Add recipe validation to the central QA runner when recipe adoption becomes mandatory.

## StudioOS Work Order Framework

- [x] Create `workorders/` registry and three example work orders.
- [x] Add `schemas/workorder.schema.json`.
- [x] Add `pnpm validate:workorders`.
- [x] Add `pnpm workorders:report`.
- [x] Add Work Orders data-contract and widget to the Studio Dashboard.
- [ ] Add work order validation to the central QA runner when work orders become mandatory.
- [ ] Add work order creation templates for future sprint planning.

## Production Factory Dashboard

- [x] Generate `production/status/production-factory-status.json`.
- [x] Add `pnpm factory:status`.
- [x] Add Production Factory dashboard section.
- [x] Show recipes, work orders, blockers, pipeline progress, health score, and next actions.
- [ ] Add factory status to central QA runner when dashboard governance becomes mandatory.

## Studio Knowledge Graph

- [x] Create `graph/` registry, schemas, nodes, and edges.
- [x] Add `pnpm graph:validate`.
- [x] Add `pnpm graph:index`.
- [x] Add `pnpm graph:report`.
- [x] Add Knowledge Graph dashboard data-contract and panel.
- [ ] Expand graph coverage to all production documents and asset registry entries.
- [ ] Add graph validation to central QA runner when graph governance becomes mandatory.

## DPS-002 Combat Foundation

- [x] Add DPS-002 Combat Foundation design package.
- [x] Add combat contracts, schemas, validator scripts, status JSON, and review tooling.
- [x] Implement Experience Lab combat state machine, attack registry, hitboxes, telemetry, training dummy, basic melee enemy, and draft review panel.
- [x] Add DPS-002 work orders and Knowledge Graph combat nodes/edges.
- [x] Add Studio Dashboard combat status panel.
- [x] Add DPS-002B canonical combat design model, attack registry, input buffer, combo controller, core state machine, and placeholder state visualization.
- [x] Add DPS-002B combat core tests and design validation scripts.
- [ ] Run formal DPS-002 combat playtest and export review JSON.
- [ ] Ingest approved combat review into Studio Memory only after human approval.
- [ ] Prepare DPS-003 vertical slice enemy encounter requirements.
