Update roadmap for realistic visuals and fire spread

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2026-05-18 10:25:36 -07:00
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@@ -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.