High-Level Timeline
The project is divided into 13 sequential-and-parallel phases spanning roughly 22–26 calendar weeks (5.5–6.5 months). Phases that share no hard dependencies can proceed concurrently — see Parallel Work Opportunities below.
The diagram below shows how phases are sequenced and where parallel tracks diverge. Phases without hard dependencies on one another can be worked concurrently — most notably the Nakama backend (Phase 6) alongside the client Application and game-mode work (Phases 3–5), and the UI Framework (Phase 8) alongside multiplayer backend work.
Critical Path
The critical path is the sequence of phases where a delay in any one phase directly delays everything after it. The three bottlenecks are:- Phase 2 — Core Domain & Gameplay must be complete and fully tested before any game mode can work.
SetValidator,Deck,Board, andGameSessionare the foundation everything else builds on. Do not rush this phase. - Phase 6 — Nakama Backend is the project’s longest external dependency (4 weeks) and requires meaningful Nakama/TypeScript expertise. Start the backend work as early as possible — ideally in parallel with Phase 4 — so it does not gate the multiplayer client work in Phase 7.
- Phase 8 — UI Framework & Core Screens is a 4-week dependency for both Phase 9 (game board HUD) and Phase 10 (store, settings, profile). It can begin as soon as Phase 3 is finished and the state machine wiring is established. UI work and domain work can run concurrently.
Parallel Work Opportunities
Not everything has to be sequential. The following tracks can progress independently:- 3D / UI artist: Card models, table textures, symbol packs, and UI assets can be produced from day one. None of these block or are blocked by code phases — just ensure the art spec is locked before Phase 9 starts so assets are ready for
CardViewintegration. - Backend developer: Nakama server setup (Phase 6) can begin immediately after Phase 2 concludes. The backend developer can work concurrently with the client team who is building the Application layer and Single Player modes (Phases 3–5).
- Single Player first, multiplayer layered on: Phases 4 and 5 (AI and Pass & Play) validate the entire game loop without any network dependency. Build and test those first, then layer Phase 7 (online multiplayer) on top of a proven
GameSession.
Team Composition
These docs assume the following structure. Adjust to your actual team, but maintain at minimum one person responsible for each track.Risk Register
Identify these risks early and apply the mitigations proactively — do not wait until a phase is underway.Success Criteria
A v1.0 release is considered successful when all of the following are true:Multiplayer Integrity
Fewer than 0.5% of completed multiplayer matches generate a disputed claim support ticket.
Performance
Stable 60 fps on a mid-tier Snapdragon 665 Android device with all 21 cards on screen.
Network Latency
Nakama round-trip latency under 150 ms at the p95 percentile during normal play.
Logic Consistency
Zero logic divergence across Single Player, Pass & Play, and Online Multiplayer — enforced by a shared
SetValidator test suite run in CI.Related Pages
Phase-by-Phase Breakdown
Goals, key tasks, dependencies, and Definition of Done for every phase.
Coding Conventions
Mandatory naming, formatting, and class design rules for the codebase.
Approved Patterns & Anti-Patterns
Which design patterns to use and which are explicitly banned.
PR Checklist
The merge gate every contributor must clear before a PR lands.