Add readable MVP survival object proxies
This commit is contained in:
@@ -0,0 +1,31 @@
|
||||
# MVP Readable Survival Object Proxies
|
||||
|
||||
The 0.1.O investor visual pass replaces primitive single-shape survival object
|
||||
presentation with composed, readable MVP proxy silhouettes. These are not final
|
||||
art assets, but they are intentional enough for investor builds to communicate
|
||||
what the player is looking at before final production meshes arrive.
|
||||
|
||||
Covered native actors:
|
||||
|
||||
- `AAgrarianCampfire`: stone/ash base, stacked log proxies, ember proxy, existing
|
||||
smoke and light behavior.
|
||||
- `AAgrarianShelterActor`: floor, rear wall, sloped roof panels, and frame posts.
|
||||
- `AAgrarianItemPickup`: bundled pickup body, strap, and marker so loose gathered
|
||||
items no longer read as a single debug cube.
|
||||
- `AAgrarianResourceNode`: harvestable cluster and marker layered onto the
|
||||
existing interactable node.
|
||||
- `AAgrarianWaterSource`: stone bank, water surface, and collect marker.
|
||||
- `AAgrarianWildlifeBase`: small animal body, head, ears, and tail proxy suitable
|
||||
for the MVP rabbit/wildlife prototype.
|
||||
|
||||
Implementation notes:
|
||||
|
||||
- The existing root meshes remain responsible for actor transform, interaction,
|
||||
collision, save/load, replication, and blueprint compatibility.
|
||||
- Added child mesh proxies use no collision and no overlap generation so they do
|
||||
not change gameplay behavior.
|
||||
- The pass uses already-cooked Agrarian placeholder mesh assets and Ground Zero
|
||||
material assets so packaged investor builds do not depend on uncooked editor
|
||||
content.
|
||||
- Final realistic art should replace these proxies without changing survival,
|
||||
inventory, shelter, water, or wildlife gameplay contracts.
|
||||
Reference in New Issue
Block a user