AUGUST 2026 — JULY 2027 · BAG · BUILD ACROSS GAMES

先证明共同基础,再扩展产品家族。

年度目标不是堆叠所有编辑器类型,而是交付可公开使用的 v0.8 Beta:稳定的 BAG IR、共用编辑基础、Unreal 正式支持、Godot 跨引擎验证,以及受控的 LLM Patch 工作流。

Prove the shared foundation before expanding the product family.

The goal is a usable v0.8 Beta with stable BAG IR, shared authoring infrastructure, production-grade Unreal support, cross-engine validation in Godot, and a controlled LLM Patch workflow.

Target: v0.8 Public BetaPrimary: Unreal EngineReference: GodotPreview: Unity
M0架构冻结Architecture freezeMonth 1

证明核心技术路径

Prove the core technical path

确认 Web 编辑、统一数据与引擎桥接能够形成最小闭环。

Confirm that web authoring, shared data, and engine bridges form a minimal end-to-end loop.

Deliverables

  • Monorepo 与工程规范
  • BAG IR / Bridge Protocol 草案
  • Unreal、Godot 最小读取验证
  • 产品命名与品牌规范
  • Monorepo and engineering rules
  • BAG IR / Bridge Protocol drafts
  • Minimal Unreal and Godot readers
  • Product naming and brand rules

Exit criteria

  • 统一数据可被两个引擎读取
  • 时间与空间语义有明确规范
  • 平台代码统一使用 BAG / @bag/* 命名
  • Shared data is read by two engines
  • Time and spatial semantics are explicit
  • Platform code consistently uses BAG / @bag/* naming
M1数据闭环Data loopMonth 2–3

建立可长期演进的数据与编辑器基础

Build durable data and editor foundations

完成版本化 BAG IR、Schema、项目保存和通用编辑器框架。

Complete versioned BAG IR, schemas, persistence, and the shared editor framework.

M2Combat MVPMonth 4–5

完成首个真实领域垂直切片

Complete the first real domain vertical slice

用战斗创作工作流验证时间轴、3D 代理、判定、事件、曲线和模板等共用能力。

Use a combat-authoring workflow to validate timelines, 3D proxies, volumes, events, curves, and templates.

M3Unreal AlphaMonth 6–7

建立 Unreal 生产闭环

Establish the Unreal production loop

Unreal 负责资源查询、代理输出、权威预览、数据编译和运行时执行。

Unreal provides asset queries, proxy export, authoritative preview, compilation, and runtime execution.

M4Cross-engine AlphaMonth 8–9

证明一份设计数据可以跨引擎执行

Prove one design source can execute across engines

以 Godot 作为正式参考实现,以 Unity 作为技术预览,建立 Capability Matrix 与降级规则。

Use Godot as the reference implementation and Unity as a technical preview, with an explicit capability matrix and fallback rules.

M5Public PreviewMonth 10

接入受控 LLM 编辑

Introduce controlled LLM authoring

AI 只能在用户授权的数据范围内提出结构化 Patch,并经过校验、Diff 与人工批准。

AI may only propose structured patches within user-authorized data, followed by validation, diff review, and human approval.

M6Release CandidateMonth 11

从工程转化为他人可使用的产品基础

Turn the engineering foundation into something others can use

集中解决安装、文档、示例、许可和首次使用体验。

Focus on installation, documentation, examples, licensing, and first-run experience.

M7v0.8 Public BetaMonth 12

公开发布并建立真实采用案例

Release publicly and establish real adoption cases

最后一个月只处理稳定性、发布和反馈,不继续扩张核心范围。

The final month is reserved for stability, release, and feedback rather than new core scope.

08

SCOPE CONTROL

完成核心闭环,比铺开所有模块更重要。

Completing the core loop matters more than expanding every module.

年度不可削减

Must remain in scope

  • Schema 版本与迁移
  • Undo/Redo 和数据校验
  • Unreal 完整闭环
  • 第二引擎跨引擎验证
  • 人工审核式 LLM Patch
  • 文档、示例和安装体验
  • Schema versions and migrations
  • Undo/redo and validation
  • Complete Unreal loop
  • Cross-engine validation in a second engine
  • Human-reviewed LLM patches
  • Documentation, examples, and installation

延期到第二年度

Deferred beyond year one

  • 一次完成所有领域工具
  • 通用 Sequencer / 材质 / VFX 替代
  • 云端协同和多人实时编辑
  • 插件市场与企业权限系统
  • 三个引擎同等深度支持
  • Shipping every domain tool at once
  • General Sequencer, material, or VFX replacements
  • Cloud collaboration and real-time co-editing
  • Plugin marketplace and enterprise permissions
  • Equal-depth support for all three engines

BAG · BUILD ACROSS GAMES · BUILD IN PUBLIC

一年后的目标,是别人能够真正使用这套基础。

The one-year goal is a foundation other people can truly use.

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