DAI 3.0 · COMPLETE GAME TRACK

MineTrigger — Build the Complete Class Combat Game

Build a polished class/Trigger combat experience with Trion, loadouts, native weapons/projectiles, abilities, training targets, HUD and authoritative PvP-ready rules.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

Build philosophy

This track is not a miniature demo. Follow the milestones in order and keep the build playable after every milestone. Do not proceed when the current test gate fails.

Rule: physical world state + authoritative server state must agree. Every long transition needs a safe checkpoint and every release needs a local migration path.

Suggested working tree

Keep responsibilities separated from the beginning. This mirrors the real project namespace closely enough that later features do not collapse into one giant tick file.

data/minetrigger/
├─ dai_experiences/
├─ dai_worldgen/
├─ dai_attributes/
├─ dai_items/
├─ dai_weapons/
├─ dai_projectiles/
├─ dai_entities/
├─ function/ability/
├─ function/combat/
├─ function/loadout/
├─ function/projectile/
├─ function/trigger/
├─ function/hud/
├─ menus/
└─ reactions/

Full build walkthrough

  1. Milestone 0 — Arena + experience shellCreate a safe training world, spawn, title/loading presentation and server-owned reset path.
  2. Milestone 1 — Trion attribute/stateDefine maximum/current Trion and HUD. Resource spending must happen only after a weapon/ability succeeds.
  3. Milestone 2 — First classCreate one complete class with Trigger On/Off, one primary weapon and one utility action. Do not add classes until this loop is fun.
  4. Milestone 3 — Native weaponDefine item + weapon identity, input, cooldown and damage/projectile behavior. Vanilla carrier remains usable; resource pack adds presentation.
  5. Milestone 4 — Projectile physicsAuthor speed/gravity/collision/owner/team behavior and test against walls, moving targets and dummies.
  6. Milestone 5 — Independent abilitiesGive each skill its own cooldown/readiness state. Multiple visual states must coexist rather than overwrite one another.
  7. Milestone 6 — Training dummy lifecycleDummies must receive every real damage path, display readable feedback and reset safely.
  8. Milestone 7 — Loadout/class menuMenu selection validates class availability, applies inventory/state atomically and can safely re-enter/reset.
  9. Milestone 8 — Trigger presentationTrigger On/Off should update item/armor/HUD and optional 3D transformations while the server remains the source of truth.
  10. Milestone 9 — Mobility + bailoutImplement movement abilities and bailout with collision/landing safety.
  11. Milestone 10 — PvP/team rulesExplicit owner/team/friendly-fire rules for melee, projectile, splash and utility knockback.
  12. Milestone 11 — Match/objective loopAdd a reason to fight: score, zones, team objective or timed training challenge with start/end/reward state.
  13. Milestone 12 — PerformanceThrottle radar/target scans, cap particles and clean orphan projectiles/displays.
  14. Milestone 13 — 3D polishUse resource models for real mechanical weapon/Trigger states, cooldown/readiness and mode transitions; vanilla resources remain mechanically valid where desired.
  15. Ship itTest every class from a clean loadout, zero Trion, missed shots, target death, PvP, disconnect and save/reload.

Release gate

AreaRequired proof
Fresh startNo commands needed; player reaches first objective safely.
Core loopComplete one full gameplay loop and receive a meaningful progression reward.
FailureDeath, void/water, disconnect and invalid input recover without corrupting progression.
PersistenceSave/reload returns to the correct physical location and phase.
MultiplayerTwo players at different stages do not share private state accidentally.
UpgradePrevious-version save migrates locally without a forced reset.
PerformanceNo giant synchronous build/scanning loop is required every tick.
PresentationHUD/models/FX communicate real state and never hide broken mechanics.