ChainCraft TCG Platform Roadmap

Purpose: Organize, sequence, and fill gaps for evolving the ChainCraft GameBuilder platform from simple turn-based games (RPS-class) to full Trading Card Game (TCG) support.

Date: 2025-03-06

Status: Draft — for review and refinement


Table of Contents

  1. Current State Summary
  2. Gap Analysis
  3. Strategy: Mechanic-Level Code Generation
  4. Tier 1 — Card Games with Generated Mechanics
  5. Tier 2 — ECS Engine & Full Module Assembly
  6. Tier 3 — Incremental Updates & User Editing
  7. Cross-Cutting Concerns
  8. Sequencing & Dependencies
  9. Risk Assessment
  10. Open Questions

1. Current State Summary

What Works Today

Area Current State
Design LangGraph conversation → free-form markdown spec + box art image. Gamepiece metadata schema exists but subgraph is TODO/disabled.
Spec Processing Extracts JSON state schema, JsonLogic transitions, per-phase instructions from markdown spec. Artifact editor can self-repair.
Simulation Deterministic router + LLM executor. StateDelta ops (set/append/increment/transfer/rng). Works for simple games.
Frontend Chat-based interaction. Text messages for game state. No graphical game board, no inventory display, no card rendering.
ECS Engine text-game-engine exists with entities, components, inventories, actions, trump mechanics, state FSM, orchestration. One working module (RPS). Not integrated with game-builder simulation.
Code Generation chaincraft-swe is a stub. OpenSWE planner integration scaffolded but incomplete. No code is generated or executed.
Gamedef Schemas Comprehensive JSON Schema ECS definition language (14 component types, 8 actions, deck/board/flow schemas). Not used by current pipeline — early work, useful as reference but not planned as the driving format.
UX DSL Thorough design doc on gamepiece_metadata branch. Covers metadata extraction, content generation, UX manifest, plugin architecture, runtime API. Not implemented.

What Doesn’t Exist