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chore: update ROADMAP.md with latest progress, detail core feature targets & mechanics
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ROADMAP.md
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ROADMAP.md
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# Roadmap
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A list of ideas and features that I might implement in the future.
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A comprehensive list of features needed to complete the Pac-Man emulation, organized by priority and implementation complexity.
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## Debug Tooling
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## Core Game Features
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### Ghost AI & Behavior
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- [x] Core Ghost System Architecture
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- [x] Ghost entity types (Blinky, Pinky, Inky, Clyde)
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- [x] Ghost state management (Normal, Frightened, Eyes)
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- [x] Ghost movement and pathfinding systems
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- [ ] Authentic Ghost AI Personalities
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- [ ] Blinky (Red): Direct chase behavior
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- [ ] Pinky (Pink): Target 4 tiles ahead of Pac-Man
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- [ ] Inky (Cyan): Complex behavior based on Blinky's position
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- [ ] Clyde (Orange): Chase when far, flee when close
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- [x] Mode Switching System
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- [ ] Scatter/Chase pattern with proper timing
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- [x] Frightened mode transitions
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- [ ] Ghost house entry/exit mechanics
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- [x] Ghost House Behavior
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- [x] Proper spawning sequence
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- [ ] Exit timing and patterns
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- [ ] House-specific movement rules
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### Fruit Bonus System
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- [x] Fruit Spawning Mechanics
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- [x] Spawn at pellet counts 70 and 170
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- [ ] Fruit display in bottom-right corner
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- [x] Fruit collection and scoring
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- [x] Bonus point display system
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### Level Progression
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- [ ] Multiple Levels
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- [ ] Level completion detection
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- [ ] Progressive difficulty scaling
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- [ ] Ghost speed increases per level
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- [ ] Power pellet duration decreases
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- [ ] Intermission Screens
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- [ ] Between-level cutscenes
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- [ ] Proper graphics and timing
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### Audio System Completion
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- [x] Core Audio Infrastructure
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- [x] Audio event system
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- [x] Sound effect playback
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- [x] Audio muting controls
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- [ ] Background Music
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- [ ] Continuous gameplay music
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- [ ] Escalating siren based on remaining pellets
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- [ ] Power pellet mode music
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- [ ] Intermission music
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- [x] Sound Effects
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- [x] Pellet eating sounds
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- [x] Fruit collection sounds
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- [ ] Ghost movement sounds
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- [ ] Level completion fanfare
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### Game Mechanics
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- [ ] Bonus Lives
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- [ ] Extra life at 10,000 points
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- [x] Life counter display
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- [ ] High Score System
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- [ ] High score tracking
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- [x] High score display
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- [ ] Score persistence
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## Secondary Features (Medium Priority)
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### Game Polish
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- [x] Core Input System
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- [x] Keyboard controls
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- [x] Direction buffering for responsive controls
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- [x] Touch controls for mobile
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- [ ] Pause System
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- [ ] Pause/unpause functionality
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- [ ] Pause menu with options
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- [ ] Input System
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- [ ] Input remapping
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- [ ] Multiple input methods
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## Advanced Features (Lower Priority)
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### Difficulty Options
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- [ ] Easy/Normal/Hard modes
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- [ ] Customizable ghost speeds
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### Data Persistence
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- [ ] High Score Persistence
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- [ ] Save high scores to file
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- [ ] High score table display
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- [ ] Settings Storage
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- [ ] Save user preferences
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- [ ] Audio/visual settings
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- [ ] Statistics Tracking
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- [ ] Game statistics
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- [ ] Achievement system
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### Debug & Development Tools
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- [ ] Game state visualization
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- [ ] Game speed controls + pausing
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- [ ] Log tracing
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- [x] Performance details
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- [x] Core Debug Infrastructure
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- [x] Debug mode toggle
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- [x] Comprehensive game event logging
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- [x] Performance profiling tools
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- [ ] Game State Visualization
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- [ ] Ghost AI state display
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- [ ] Pathfinding visualization
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- [ ] Collision detection display
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- [ ] Game Speed Controls
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- [ ] Variable game speed for testing
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- [ ] Frame-by-frame stepping
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## Customization
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## Customization & Extensions
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- [ ] Themes & Colors
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- Color-blind friendly options
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- [ ] Perfected ghost AI algorithms
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### Visual Customization
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- [x] Core Rendering System
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- [x] Sprite-based rendering
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- [x] Layered rendering system
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- [x] Animation system
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- [x] HUD rendering
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- [ ] Display Options
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- [ ] Fullscreen support
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- [x] Window resizing
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- [ ] Pause while resizing (SDL2 limitation mitigation)
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- [ ] Multiple resolution support
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### Gameplay Extensions
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- [ ] Advanced Ghost AI
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- [ ] Support for >4 ghosts
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- [ ] Custom level generation with multi-map tunneling
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- [ ] Custom ghost behaviors
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- [ ] Level Generation
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- [ ] Custom level creation
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- [ ] Multi-map tunneling
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- [ ] Level editor
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## Online Features
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## Online Features (Future)
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- [ ] Scoreboard system
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- Axum server with database and OAuth2 auth
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- Authentication via GitHub/Discord/Google
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- Profile features:
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- [ ] Optional avatars (downscaled to match 8-bit aesthetic)
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- Custom names (3-14 chars, filtered for abuse)
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- Zero-config client implementation
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- Uses default API endpoint
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- Manual override available
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### Scoreboard System
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- [ ] Backend Infrastructure
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- [ ] Axum server with database
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- [ ] OAuth2 authentication
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- [ ] GitHub/Discord/Google auth
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- [ ] Profile Features
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- [ ] Optional avatars (8-bit aesthetic)
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- [ ] Custom names (3-14 chars, filtered)
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- [ ] Client Implementation
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- [ ] Zero-config client
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- [ ] Default API endpoint
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- [ ] Manual override available
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