๐บ๏ธ Black Trigram (ํ๊ด)
April 28, 2026 ยท View on GitHub
๐บ๏ธ Black Trigram (ํ๊ด) โ v1.0 Release Roadmap
์ด๋ ์ ๋ฌด์๋ก ์๋ฒฝํ ์ผ๊ฒฉ์ ์ถ๊ตฌํ๋ผ
"Master the dark arts through the pursuit of the perfect strike"

Target Release Date: Q3 2026 (v1.0.0)
Current Status: Production-Ready (v0.7.32, 9.4/10) โ preparing v1.0 release Q3 2026
Last Updated: 2026-04-28 (UTC)
Next Review: 2026-05-15
๐ Quick Reference: v1.0 Completion Status
| Category | Progress | Status | Target Date | Priority |
|---|---|---|---|---|
| Combat Realism Systems | 100% (13/13) | โ Complete | โ Done | โ Complete |
| Vital Point System | 100% (70/70) | โ Complete | โ Done | โ Complete |
| Trigram Stances | 100% (8/8) | โ Complete | โ Done | โ Complete |
| Player Archetypes | 100% (5/5) | โ Complete | โ Done | โ Complete |
| Skeletal Animation | 100% (28 bones ยท 7 hand poses ยท 4 grappling) | โ Complete | โ Done | โ Complete |
| Counter-Attack AI | 100% (limb-exposure detection) | โ Complete | โ Done | โ Complete |
| Test Coverage | ~75% | โ ๏ธ In Progress | 80%+ Q2 2026 | ๐ก High |
| Performance (60fps) | Desktop: โ Mobile: โ (55fps+) | โ Validated | โ Done | โ Complete |
| Korean Localization | 90% | โ ๏ธ In Progress | 100% Q2 2026 | ๐ก High |
| Training Mode | 80% | โ ๏ธ Needs Polish | Q2 2026 | ๐ก High |
| EndScreen | 100% | โ Complete | โ Done | โ Complete |
Overall v1.0 Completion: ~95% โ preparing v1.0.0-rc release Q3 2026.
๐ฏ v1.0 Release Criteria
ํ์ ๊ธฐ๋ฅ | Must-Have Features (Essential for v1.0)
| Feature | Status | Progress | Target | Owner | Blocker | Notes |
|---|---|---|---|---|---|---|
| **์ ํฌ ํ์ค๊ฐ ์์คํ | Combat Realism Systems (13/13)** | โ Complete | 100% (13/13) | โ Done | @game-developer | - |
| Pain Response System (ํต์ฆ ๋ฐ์) | โ Production-Ready | 100% | โ Done | @game-developer | - | 37 tests, fully integrated |
| Consciousness Levels (์์ ์์ค) | โ Production-Ready | 100% | โ Done | @game-developer | - | 36 tests, 4-level gradation |
| Breathing Disruption (ํธํก ์ฐจ๋จ) | โ Complete | 100% | โ Done | @game-developer | - | Integrated with CombatSystem |
| Trauma Visualization (์ธ์ ์๊ฐํ) | โ Complete | 100% | โ Done | @game-developer | - | Injury rendering ยท bruising |
| Balance State Refinement (๊ท ํ ์ํ) | โ Complete | 100% | โ Done | @game-developer | - | Stance-based vulnerability |
| Combat Readiness HUD (์ ํฌ ์ค๋น HUD) | โ Complete | 100% | โ Done | @game-developer | - | Real-time multi-system display |
| Injury-Based Movement (์์ ๊ธฐ๋ฐ ์ด๋) | โ Complete | 100% | โ Done | @game-developer | - | Damage constrains mobility |
| Bone Impact Audio (๊ณจ์ ์) | โ Complete | 100% | โ Done | @audio-designer | - | Bone-contact + fracture SFX |
| Counter-Attack AI (๋ฐ๊ฒฉ AI) | โ Complete | 100% | โ Done | @game-developer | - | Limb-exposure detection |
| **๊ธ์ ์์คํ | Vital Point System** | โ Complete | 100% (70/70) | โ Done | - | - |
| **ํ๊ด ์์ธ | Trigram Stances** | โ Complete | 100% (8/8) | โ Done | - | - |
| **ํ๋ ์ด์ด ์ํ | Player Archetypes** | โ Complete | 100% (5/5) | โ Done | - | - |
| **๊ณจ๊ฒฉ ์ ๋๋ฉ์ด์ | Skeletal Animation** | โ Complete | 100% | โ Done | @game-developer | - |
| **์ข ๋ฃ ํ๋ฉด | EndScreen** | โ Complete | 100% | โ Done | @game-developer | - |
| **ํ๋ จ ๋ชจ๋ | Training Mode** | โ ๏ธ Polish | 80% | Q2 2026 | @game-developer | - |
| **ํ๊ตญ์ด ํ์งํ | Korean Localization** | โ ๏ธ In Progress | 90% | Q2 2026 | @isms-ninja | Translation |
| **ํ ์คํธ ์ปค๋ฒ๋ฆฌ์ง | Test Coverage** | โ ๏ธ In Progress | ~75% | 80%+ Q2 2026 | @test-specialist | - |
| **์ฑ๋ฅ (60fps) | Performance** | โ Validated | Desktop: 60fps ยท Mobile: 55fps+ | โ Done | @performance-engineer | - |
์ข์ ๊ธฐ๋ฅ | Nice-to-Have Features (Post-v1.0)
| Feature | Priority | Target Version | Estimated Effort | Notes |
|---|---|---|---|---|
| Backend Save Persistence (๋ฐฑ์๋ ์ ์ฅ) | Medium | v1.1 | 4-6 weeks | Requires backend infrastructure |
| Multiplayer PvP Prototype (๋ฉํฐํ๋ ์ด์ด) | Low | v2.0 | 6-9 months | Major feature, post-release |
| Mobile Native App (๋ชจ๋ฐ์ผ ์ฑ) | Medium | v1.5 | 4-6 weeks | React Native or Flutter |
| Achievements System (์ ์ ์์คํ ) | Low | v1.3 | 2-3 weeks | Content expansion |
| Advanced AI Behaviors (๊ณ ๊ธ AI) | Medium | v1.7 | 6-8 weeks | Tactical opponent AI |
์ถ์ ๊ธฐ์ค | Release Criteria
- Overall quality: 9.5/10 minimum (currently 9.4/10)
- Zero critical bugs: All P0/P1 issues resolved
- Combat realism systems: 100% complete (13/13) โ
- Test coverage: 80%+ overall (unit + E2E) โ currently ~75%
- Performance: 60fps sustained on desktop, 55fps+ on mobile โ
- Korean localization: 100% complete with professional translation โ currently 90%
- Documentation: Complete user manual and API docs
- Security: All OpenSSF Scorecard, SLSA, SonarCloud badges green
๐ ๋ถ๊ธฐ๋ณ ์ด์ ํ | Quarterly Milestones (2026)
Q1 2026 (January-March) - ์ ํฌ ํ์ค๊ฐ ์์ฑ | Combat Realism Completion
๋ชฉํ | Goals:
- Complete pain response and consciousness systems (90%+ each) โ
- Balance all 5 player archetypes โ ๏ธ
- Achieve 75% test coverage โ ๏ธ
- Complete Korean localization (90%+) โ ๏ธ
์ฐ์ถ๋ฌผ | Deliverables:
- โ Pain Response System v1.0 (90% production-ready)
- โ Consciousness Levels v1.0 (90% production-ready)
- โ Breathing Disruption System (75% near-complete)
- โ ๏ธ Archetype Balance Pass (80% needs final tuning)
- โ ๏ธ Korean Localization 90%+ (currently 80%)
- โ ๏ธ Test Coverage 75%+ (currently 76%, โ exceeded)
์ํ | Status: 100% complete (Q1 2026 closed)
์ฑ๊ณผ | Achievement: +1.5 rating points (9.4/10 vs 7.9/10 in Dec 2025) โ Production-Ready
์ฃผ์ ์ฑ๊ณผ | Key Achievements (January 2026)
- โ Pain response system advanced from 40% to 90% (+50%) - PRODUCTION-READY
- โ Consciousness levels advanced from 35% to 90% (+55%) - PRODUCTION-READY
- โ Breathing disruption system implemented at 75% (+75%) - NEAR-COMPLETE
- โ Trauma visualization advanced from 30% to 65% (+35%)
- โ Test coverage improved from 71% to 76% (+5%, +708 lines)
- โ Combat System rating increased to 8.3/10 (Production-Ready, +0.8 points)
Q2 2026 (April-June) - ์์ฑ ๋ฐ ํ๋ จ | Polish & Training
๋ชฉํ | Goals:
- โ Combat realism systems complete (13/13) ๐ฏ โ Done early Jan 2026
- Polish Training Mode with progressive difficulty ๐
- Drive test coverage from ~75% โ 80%+ ๐งช
- Sustain 60fps on mobile (currently 55fps+) โก
์ฐ์ถ๋ฌผ | Deliverables:
- Trauma Visualization v1.0 (injury tracking integration)
- Balance State Refinement v1.0 (stance-specific vulnerabilities)
- Injury-Based Movement v1.0 (damage penalties)
- Bone Impact Audio v1.0 (realistic fracture/impact sounds)
- EndScreen v1.0 (combat statistics, replay, return to menu)
- Counter-Attack AI v1.0 (limb-exposure detection)
- Training Mode v1.0 (progressive difficulty, moving targets)
- Mobile Performance โ sustain 60fps (currently 55fps+)
- Korean Localization 100% (professional translation)
- Test Coverage 80%+ (comprehensive unit + E2E tests)
์์กด์ฑ | Dependencies: Q1 completion required
์ถ์ ๋
ธ๋ ฅ | Estimated Effort: 30-50 hours remaining (focus on training mode, coverage, localization)
๋ชฉํ ๋ฑ๊ธ | Target Rating: 9.5/10
์ค์ ์์ | Critical Tasks
- ๐ก Training Mode Enhancement (15-20 hours) - Progressive difficulty, scenarios
- ๐ก Test Coverage Push (10-15 hours) - Drive from ~75% to 80%+
- ๐ก Mobile Performance (10-15 hours) - Sustain 60fps consistently
- ๐ก Korean Localization Final (8-12 hours) - Professional translation, 100% coverage
Q3 2026 (July-September) - v1.0 ์ถ์ ํ๋ณด | v1.0 Release Candidate
๋ชฉํ | Goals:
- Achieve 9.0/10+ overall quality โญ
- Zero critical bugs ๐
- Complete all v1.0 must-have features โ
- User acceptance testing ๐ฅ
์ฐ์ถ๋ฌผ | Deliverables:
- v1.0.0-rc.1 Release Candidate
- User Manual and Documentation (comprehensive)
- Marketing Materials (screenshots, videos, press kit)
- Community Beta Testing (feedback collection and iteration)
- Security Architecture Documentation Update
- Performance Validation Report (60fps desktop, 55fps+ mobile)
- Accessibility Compliance Verification
- Korean/English Bilingual Content Review
์์กด์ฑ | Dependencies: Q1 + Q2 completion required
์ถ์ ๋
ธ๋ ฅ | Estimated Effort: 40-60 hours (5-8 weeks)
๋ชฉํ ๋ฑ๊ธ | Target Rating: 9.2/10
์ถ์ ์ค๋น | Release Preparation
- ๐ Security Audit: OpenSSF Scorecard 100%, SLSA 3 attestation
- ๐งช Final Testing: E2E, performance, accessibility, security
- ๐ Documentation: User manual, API docs, tutorials
- ๐จ Marketing Assets: Trailer, screenshots, press release
- ๐ค Community Engagement: Beta testing, feedback incorporation
Q4 2026 (October-December) - v1.0 ์ถ์ ๋ฐ ๋ฐ๋ณต | v1.0 Release & Iteration
๋ชฉํ | Goals:
- Official v1.0.0 release ๐
- Post-launch bug fixes (v1.0.1-v1.0.x) ๐ง
- Community feedback integration ๐ฌ
- Begin v1.1 planning ๐
์ฐ์ถ๋ฌผ | Deliverables:
- v1.0.0 Public Release (official launch)
- v1.0.1+ Bug Fix Releases (post-launch patches)
- Community Feedback Report (user surveys, analytics)
- v1.1 Roadmap Document (next iteration planning)
- Performance Metrics Dashboard (uptime, engagement, analytics)
- Security Incident Response Validation (no critical incidents)
์์กด์ฑ | Dependencies: Q3 completion required
์ถ์ ๋
ธ๋ ฅ | Estimated Effort: 20-40 hours (ongoing maintenance)
๋ชฉํ ๋ฑ๊ธ | Target Rating: 9.5/10+
์ถ์ ํ ์ง์ | Post-Launch Support
- ๐จ Incident Response: 24-hour critical bug resolution
- ๐ Analytics Monitoring: User engagement, performance metrics
- ๐ค Community Support: Discord, GitHub issues, documentation updates
- ๐ Continuous Improvement: Bug fixes, balance adjustments, UX improvements
๐ ๊ธฐ๋ฅ ์์กด์ฑ ๊ทธ๋ํ | Feature Dependency Graph
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gantt
title Black Trigram v1.0 Feature Timeline (ํ๊ด v1.0 ๊ธฐ๋ฅ ์ผ์ )
dateFormat YYYY-MM-DD
section ์ ํฌ ํ์ค๊ฐ | Combat Realism
Pain Response (ํต์ฆ ๋ฐ์) :done, pain, 2025-12-01, 2026-03-15
Consciousness Levels (์์ ์์ค) :active, conscious, 2025-12-15, 2026-03-31
Breathing Disruption (ํธํก ์ฐจ๋จ) :active, breathing, 2026-01-15, 2026-03-31
Trauma Visualization (์ธ์ ์๊ฐํ) : trauma, 2026-03-15, 2026-06-30
Balance Refinement (๊ท ํ ์ํ) : balance, 2026-03-01, 2026-05-31
Injury Movement (์์ ์ด๋) : injury, 2026-04-15, 2026-06-30
Bone Impact Audio (๊ณจ์ ์) : audio, 2026-05-01, 2026-06-30
section ์ฝํ
์ธ | Content
Training Mode (ํ๋ จ ๋ชจ๋) : training, 2026-04-01, 2026-07-31
EndScreen (์ข
๋ฃ ํ๋ฉด) :crit, end, 2026-04-15, 2026-06-15
section ํ์ง | Quality
Korean Localization (ํ๊ตญ์ด ํ์งํ) :active, korean, 2025-11-01, 2026-03-31
Test Coverage 80% (ํ
์คํธ ์ปค๋ฒ๋ฆฌ์ง) :active, tests, 2025-10-01, 2026-06-30
Mobile Performance (๋ชจ๋ฐ์ผ ์ฑ๋ฅ) : mobile, 2026-04-01, 2026-08-31
section ์ถ์ | Release
v1.0 Release Candidate (์ถ์ ํ๋ณด) : rc, 2026-07-01, 2026-09-15
v1.0.0 Release (๊ณต์ ์ถ์) :crit, release, 2026-09-15, 2026-10-15
์์กด์ฑ ๊ด๊ณ | Dependency Relationships
Critical Path (์ต์ฐ์ ๊ฒฝ๋ก):
- Pain Response โ Consciousness โ Trauma Visualization โ v1.0 RC
- EndScreen โ v1.0 RC โ v1.0 Release
Parallel Development (๋ณ๋ ฌ ๊ฐ๋ฐ):
- Training Mode (independent of combat systems)
- Korean Localization (independent, ongoing)
- Test Coverage (ongoing throughout)
- Mobile Performance (can start after combat stable)
Blockers (์ฐจ๋จ ์์):
- โ ๏ธ EndScreen blocks v1.0 release (critical blocker)
- โ ๏ธ Trauma Visualization needs injury tracking system
- โ ๏ธ Injury Movement depends on pain/balance systems
- โ ๏ธ Mobile Performance requires stable combat systems
โ ๏ธ ์ํ ๋ฑ๋ก๋ถ | Risk Register
| ์ํ | Risk | ํ๋ฅ | Probability | ์ํฅ | Impact | ์ํ ์ ๋ต | Mitigation Strategy | ์์ ์ | Owner | ์ํ | Status |
|---|---|---|---|---|---|---|---|---|---|---|---|
| **์ ํฌ ํ์ค๊ฐ ์ง์ฐ | Combat Realism Delay** | High (60%) | Critical | Prioritize pain/consciousness over advanced features, defer bone audio to v1.1 | @game-developer | โ ๏ธ Monitoring | |||||
| **๋ชจ๋ฐ์ผ ์ฑ๋ฅ <60fps | Mobile Performance <60fps** | Medium (40%) | High | Allocate Q2 for optimization, consider LOD systems, adaptive quality | @performance-engineer | โ ๏ธ Planned | |||||
| **ํ๊ตญ์ด ํ์งํ ๋ถ์์ | Korean Localization Incomplete** | Low (20%) | Medium | Contract professional translator if needed, community feedback | @isms-ninja | โ On Track | |||||
| **ํ ์คํธ ์ปค๋ฒ๋ฆฌ์ง <80% | Test Coverage <80%** | Medium (30%) | Medium | Allocate test writing sprints in Q1/Q2, automated test generation | @test-specialist | โ ๏ธ Monitoring | |||||
| **๋ฒ์ ํ๋ | Scope Creep** | Medium (35%) | High | Lock features after Q1, defer nice-to-haves to v1.1+, strict change control | Project Manager | โ ๏ธ Active | |||||
| **EndScreen ์ง์ฐ | EndScreen Delay** | Medium (30%) | Critical | Start immediately in Q2, simple MVP first, iterate based on feedback | @game-developer | ๐ Planned | |||||
| **ํ๋ จ ๋ชจ๋ ๋ณต์ก์ฑ | Training Mode Complexity** | Medium (40%) | Medium | Start with basic tutorial, progressive difficulty in v1.1, MVP approach | @game-developer | ๐ Planned | |||||
| **์ฑ๋ฅ ํ๊ท | Performance Regression** | Medium (35%) | High | Continuous monitoring, automated performance tests, budget thresholds | @performance-engineer | โ Mitigated |
์ํ ์ํ ๊ณํ | Risk Mitigation Plan
๐ด Critical Risks (์ฆ์ ์กฐ์น ํ์)
-
Combat Realism Delay (60% probability):
- Action: Focus on pain (90%) and consciousness (90%) completion in Q1 โ
- Fallback: Defer bone impact audio to v1.1 if timeline pressured
- Status: Q1 Phase 90% complete, on track โ
-
EndScreen Delay (30% probability):
- Action: Start development immediately in April 2026
- Fallback: Simple MVP with basic statistics, iterate in v1.0.x
- Timeline: 8-12 hours estimated effort
๐ High Risks (๊ฐ์ ํ์)
-
Mobile Performance <60fps (40% probability):
- Action: Allocate Q2 (April-June) for mobile optimization
- Fallback: Target 55fps+ as acceptable, optimize in v1.1
- Strategy: LOD systems, adaptive quality settings, profiling
-
Scope Creep (35% probability):
- Action: Lock v1.0 features after Q1 2026
- Fallback: Defer nice-to-haves to v1.1, v1.3, v1.5+ roadmap
- Control: Strict change management, CEO approval for scope changes
๐ก Medium Risks (์ ๊ธฐ ๊ฒํ )
-
Test Coverage <80% (30% probability):
- Action: Dedicated test writing sprints in Q1/Q2
- Current: 76% coverage, +5% improvement in Q1 โ
- Target: 80%+ by Q2 2026
-
Training Mode Complexity (40% probability):
- Action: MVP approach with basic tutorial first
- Fallback: Progressive difficulty and advanced scenarios in v1.1
- Effort: 15-20 hours for basic training mode
๐ ์งํ ์ถ์ | Progress Tracking
์ ์ฒด v1.0 ์์ฑ๋ | Overall v1.0 Completion: ~95% (as of April 2026 โ preparing v1.0.0-rc Q3 2026)
๋ฒ์ฃผ๋ณ ์์ฑ๋ | Completion by Category
| ๋ฒ์ฃผ | Category | ์์ฑ % | Completion % | ์ํ | Status | ๋ชฉํ | Target | ๊ธฐํ | Deadline |
|---|---|---|---|---|---|---|---|---|---|
| **์ ํฌ ์์คํ | Combat Systems** | 100% (13/13) | โ Complete | 100% | โ Done | ||||
| **์ฝํ ์ธ (ํ๋ฉด) | Content (Screens)** | 95% | โ Near-Complete | 100% | Q2 2026 | ||||
| **ํ์งํ | Localization** | 90% | โ ๏ธ In Progress | 100% | Q2 2026 | ||||
| **ํ ์คํธ | Testing** | ~75% | โ ๏ธ In Progress | 80%+ | Q2 2026 | ||||
| **์ฑ๋ฅ | Performance** | Desktop: 100%, Mobile: 92% (55fps+) | โ Validated | Desktop: 100%, Mobile: 100% (60fps sustained) | Q2 2026 | ||||
| **๋ฌธ์ํ | Documentation** | 90% | โ Near-Complete | 100% | Q3 2026 |
์ธ๋ถ ์งํ ํํฉ | Detailed Progress Status
โ Complete (100%)
- Vital Point System (70/70 points with Korean names)
- Trigram Stances (8/8 stances fully functional)
- Player Archetypes (5/5 balanced archetypes)
- Body Part Health (8-part health tracking system)
- Enhanced Anatomy (polygon-based zone detection)
- Visual Feedback (damage numbers, hit effects, combo counter)
- Pain Response System (production-ready)
- Consciousness Levels (production-ready)
- Breathing Disruption (integrated with CombatSystem)
- Trauma Visualization (injury rendering ยท per-player tracking)
- Balance/Vulnerability (stance-based)
- Combat Readiness HUD (real-time multi-system display)
- Injury-Based Movement (damage constrains mobility)
- Bone Impact Audio (anatomical region detection)
- Counter-Attack AI (limb-exposure detection)
- EndScreen (combat statistics integrated)
- Skeletal Animation (28 bones ยท 7 hand poses ยท 4 grappling states)
โ ๏ธ In Progress (Q2 2026 push)
- Test Coverage (~75% โ target 80%+)
- Korean Localization (90% โ target 100%)
- Training Mode (80% โ target 100% with progressive difficulty)
- Mobile Performance (55fps+ โ target sustained 60fps)
์๊ฐ ์ ๋ฐ์ดํธ ์ผ์ | Monthly Update Schedule
์ ๋ฐ์ดํธ ๋น๋ | Update Frequency: Monthly on the 1st of each month
์ ๋ฐ์ดํธ ๋ด์ฉ | Update Content
- ๐ Progress updates for all features
- โ ๏ธ Risk register review and updates
- โ Milestone completion status
- ๐ Timeline adjustments if needed
- ๐ฏ Success metrics tracking
- ๐ฌ Community feedback integration
๋ค์ ์ ๋ฐ์ดํธ | Next Update: February 1, 2026
2026๋ ์ ๋ฐ์ดํธ ์ผ์ | 2026 Update Schedule
- February 1, 2026: Q1 final status, Q2 planning
- March 1, 2026: Q1 completion report, Q2 kickoff
- April 1, 2026: Q2 progress (Month 1)
- May 1, 2026: Q2 progress (Month 2)
- June 1, 2026: Q2 progress (Month 3)
- July 1, 2026: Q2 completion report, Q3 planning
- August 1, 2026: Q3 progress (Month 1 - RC preparation)
- September 1, 2026: Q3 progress (Month 2 - RC finalization)
- October 1, 2026: v1.0.0 release retrospective
- November 1, 2026: v1.0.x maintenance status
- December 1, 2026: Year-end review, v1.1 planning
๐ ์ฑ๊ณต ์งํ | Success Metrics
v1.0 ์ถ์ ์ฑ๊ณต ๊ธฐ์ค | v1.0 Release Success Criteria
| ์งํ | Metric | ํ์ฌ | Current | ๋ชฉํ | Target | ์ํ | Status | ๊ธฐํ | Deadline |
|---|---|---|---|---|---|---|---|---|---|
| **์ ์ฒด ํ์ง ๋ฑ๊ธ | Overall Quality Rating** | 9.4/10 | 9.5/10 minimum | โ ๏ธ Gap: 0.1 points | Q3 2026 | ||||
| **์ ํฌ ํ์ค๊ฐ ์์คํ | Combat Realism Systems** | 100% (13/13) | 100% (13/13) | โ Met | โ Done | ||||
| **ํ ์คํธ ์ปค๋ฒ๋ฆฌ์ง | Test Coverage** | ~75% | 80%+ | โ ๏ธ Gap: ~5% | Q2 2026 | ||||
| **์ฑ๋ฅ (๋ฐ์คํฌํ) | Performance (Desktop)** | 60fps โ | 60fps sustained | โ Met | โ Done | ||||
| **์ฑ๋ฅ (๋ชจ๋ฐ์ผ) | Performance (Mobile)** | 55fps+ โ | 55-60fps | โ Met | โ Done | ||||
| **ํ๊ตญ์ด ํ์งํ | Korean Localization** | 90% | 100% | โ ๏ธ Gap: 10% | Q2 2026 | ||||
| **์ค์ ๋ฒ๊ทธ | Critical Bugs** | 0 open | 0 critical | โ Met | โ Done | ||||
| **๋ณด์ ๋ฐฐ์ง | Security Badges** | 95% green | 100% green | โ ๏ธ Gap: 5% | Q3 2026 | ||||
| **๋ฌธ์ํ | Documentation** | 85% | 100% | โ ๏ธ Gap: 15% | Q3 2026 |
KPI ๋์๋ณด๋ | KPI Dashboard
๊ธฐ์ ์งํ | Technical Metrics
- Code Quality: SonarCloud Quality Gate 90%+ (currently 85%)
- Security: OpenSSF Scorecard 8.0/10+ (currently 7.5/10)
- Performance: Lighthouse Score 90+ (currently 88)
- Accessibility: WCAG 2.1 AA compliance (currently 80%)
์ฌ์ฉ์ ๊ฒฝํ ์งํ | User Experience Metrics
- Session Length: 20+ minutes average (target for v1.0)
- Return Rate: 60%+ 7-day retention (target for v1.0)
- Engagement: 80%+ tutorial completion rate
- Satisfaction: 4.5/5 user rating (post-launch target)
๊ฐ๋ฐ ์๋ ์งํ | Development Velocity Metrics
- Sprint Velocity: 40-60 hours per 2-week sprint
- Bug Resolution: <48 hours for critical, <1 week for high
- Feature Completion: 2-3 major features per quarter
- Technical Debt: <10% of sprint capacity
๐ ๊ด๋ จ ์๋ฃ | Related Resources
๐ ํ๋ก์ ํธ ๋ฌธ์ | Project Documentation
ํ์ฌ ์ํ | Current State
- ๐ game-status.md - Comprehensive current status report (9.4/10, 13/13 combat realism, 75%+ coverage)
- ๐๏ธ ARCHITECTURE.md - Technical architecture (C4 model)
- ๐ SECURITY_ARCHITECTURE.md - Current security implementation
- โก performance-testing.md - Performance benchmarks
๋ฏธ๋ ๊ณํ | Future Planning
- ๐ FUTURE_ARCHITECTURE.md - Evolutionary roadmap (2026-2034)
- ๐ FUTURE_SECURITY_ARCHITECTURE.md - Security evolution plans
- ๐ FUTURE_DATA_MODEL.md - Enhanced data architecture
๊ฒ์ ๋์์ธ | Game Design
- ๐ฎ game-design.md - Korean martial arts game mechanics vision
- ๐ฅ COMBAT_ARCHITECTURE.md - Combat mechanics and vital points
- ๐ง MINDMAP.md - Visual concept map of Korean martial arts
- ๐ผ SWOT.md - Strategic market analysis
ํ ์คํธ ๋ฐ ํ์ง | Testing & Quality
- ๐งช UnitTestPlan.md - Unit testing strategy (80% coverage target)
- ๐ E2ETestPlan.md - End-to-end testing strategy
- โก performance-testing.md - Performance validation
๐ ISMS ์ ์ฑ | ISMS Policies
๋ณด์ ์ ์ฑ | Security Policies
- ๐ Information Security Policy - Overall security governance
- ๐ก๏ธ Secure Development Policy - Development security requirements
- ๐ฏ Threat Modeling - STRIDE analysis methodology
- ๐ Vulnerability Management - Security testing standards
์ด์ ์ ์ฑ | Operational Policies
- ๐ Change Management - Controlled modification procedures
- ๐จ Incident Response Plan - Security event handling
- ๐พ Backup Recovery Policy - Data protection procedures
- ๐ Business Continuity Plan - Resilience strategy
๊ท์ ์ค์ | Compliance
- ๐ท๏ธ Classification Framework - Data classification methodology
- ๐ Security Metrics - Performance measurement
- โ Compliance Checklist - ISO 27001, NIST CSF, CIS Controls
๐ ์ธ๋ถ ์ฐธ์กฐ | External References
- ๐ฎ Play Black Trigram - Live game deployment
- ๐ API Documentation - TypeDoc generated docs
- ๐ OpenSSF Scorecard - Supply chain security
- ๐ Security Architecture - Current security design
- ๐ Future Architecture - Long-term evolution (2026-2034)
๐ ๋ฉํ๋ฐ์ดํฐ | Metadata
์ฐ์ ์์ | Priority: ๐ด Critical
๋
ธ๋ ฅ | Effort: Ongoing (5-6 hours monthly updates)
๋๋ฉ์ธ | Domain: documentation, project-management, roadmap
๋ฒ์ | Version: 1.0.0
์์ฑ์ | Author: James Pether Sรถrling, CEO (with @hack23-isms-ninja)
์น์ธ | Approved by: CEO
๋ฐฐํฌ | Distribution: Public
๋ถ๋ฅ | Classification:
๋ ์ด๋ธ | Labels: type:docs, domain:documentation, domain:roadmap, priority:critical, 1.0-release
ํ๋ ์์ํฌ ์ค์ | Framework Compliance:
ํ๊ด์ ๊ธธ์ ๊ฑธ์ด๋ผ โ Walk the Path of the Black Trigram
From Production-Ready (v0.7.32) to Production (v1.0.0)
One vital point at a time, one release at a time
Q2-Q3 2026: ์๋ฒฝํ ์ผ๊ฒฉ | The Perfect Strike