diff --git a/AGRARIAN_DEVELOPMENT_ROADMAP.md b/AGRARIAN_DEVELOPMENT_ROADMAP.md index a191ada..dcc9632 100644 --- a/AGRARIAN_DEVELOPMENT_ROADMAP.md +++ b/AGRARIAN_DEVELOPMENT_ROADMAP.md @@ -710,7 +710,14 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe - [ ] Add footstep placeholders. - [ ] Add gathering sounds. - [ ] Add fire sounds. -- [ ] Add forest-fire risk and spread from irresponsible campfire and open-flame placement, including server-authoritative ignition checks, vegetation fuel rules, suppression hooks, and save/load support. +- [ ] Add unattended and poorly maintained fire risk for campfires and other open-flame sources. +- [ ] Add grass and forest ignition checks from irresponsible fire placement, wind/weather, dry fuel, nearby vegetation, and burn duration. +- [ ] Add shelter/structure ignition risk when fires are placed too close to primitive shelters, wood piles, flammable crafting stations, or settlement objects. +- [ ] Add server-authoritative fire spread rules for grass, brush, trees, shelters, and other burnable actors, including fuel, distance, wind, weather, and suppression hooks. +- [ ] Add fire maintenance gameplay so watched, cleared, contained, or extinguished fires are safe, while neglected fires can become dangerous. +- [ ] Add fire suppression hooks for rain, water carrying, dirt/sand, cleared firebreaks, and future firefighting tools. +- [ ] Persist active grass, forest, and structure fires across save/load without corrupting world state. +- [ ] Add QA coverage for safe campfires, unsafe campfires, vegetation spread, shelter ignition, suppression, and save/load recovery. - [ ] Add weather sounds. - [ ] Add wildlife sounds. - [ ] Add UI sounds. @@ -1480,7 +1487,12 @@ These tracks run across all phases and must not be left as afterthoughts. ## H. Art Direction -- [ ] Define visual tone. +- [ ] Define visual tone as grounded realism first: believable terrain, foliage, human characters, materials, lighting, weathering, and survival objects rather than stylized placeholder art. +- [ ] Define investor and tester rendering tiers: compatibility/default, recommended, and cinematic. +- [ ] Support ray tracing as an optional cinematic/high-end mode for lighting, shadows, reflections, and atmosphere, but never require it for baseline gameplay or visual readability. +- [ ] Ensure the non-ray-traced default renderer remains visually credible on common investor, tester, and remote-session hardware. +- [ ] Prioritize authentic real-world biome materials, terrain color, vegetation density, water, fire, smoke, weather, shelters, tools, and resource assets when replacing placeholders. +- [ ] Avoid cosmetic-only art passes that conflict with long-term realism or will need to be discarded; replace placeholders with assets and materials that can survive into MVP production when practical. - [ ] Define early survival era look. - [ ] Define old-world ruin look. - [ ] Define agrarian settlement look.