Progress / Phase 10
Phase 10: Grouping
Players form parties of up to five, see each other on the map, and share quest credit and experience.
Phase 100 / 18 · 0%
This phase is still ahead.
10.1 Parties on the server
0 of 6 done- Party model: invite, accept, decline, leave, kick, promote and disband, up to five members, owned by one goroutine outside any zone and changed only by messages.
- Party membership survives a brief disconnect (grace period) and stays consistent for every member.
- Shared kill credit, experience split by level for members in range, and shared quest objective credit nearby.
- Party loot rules that follow the Phase 8 loot model.
- Party chat channel.
- Low-rate party member updates (health, position) even outside the area of interest.
10.2 Parties in the client
0 of 3 done- Party frames with health and resource bars.
- Invite through a right-click menu and
/invite. - Party members shown on the minimap and at screen edges.
10.3 A reason to group
0 of 3 done- An elite camp in the zone, tuned for three players, with a rare drop.
- Draw Batch 10 by hand: the elite mobs and camp props.
- Intake and integrate.
10.4 Walkthrough
0 of 2 done-
docs/walkthroughs/phase-10-grouping.md: cross-entity state, consistency and disconnect handling. - Devlog draft, release notes, tag
v0.10.0and publish builds.
Acceptance criteria
0 of 4 done- Five players form a party, beat the elite camp, and all get quest credit and experience.
- Disconnecting and reconnecting within the grace period keeps party membership.
- Concurrency tests: simultaneous invites, kicks and leaves never corrupt a party.
- Owner Playtest: a group of three or more takes on the elite camp together.
