Add pause save exit settings shell
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@@ -950,6 +950,7 @@ Required order:
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- [x] Replace or upgrade grasses, shrubs, and trees with believable coastal-scrub vegetation assets, density, color variation, scale variation, and LOD/performance limits. Added native generated coastal oak, coyote brush, and dry grass clump mesh assets under `/Game/Agrarian/Environment/Vegetation`, switched the Ground Zero foliage patch off engine basic shapes, rebuilt foliage materials with per-instance color variation, preserved investor-facing density and scale variation, added explicit HISM cull/shadow performance limits, and extended verifiers so basic-shape vegetation or missing cull limits fail.
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- [x] Add the Asset acquisition and ingest pipeline before pulling more visuals: created approved staging folders, added `Docs/Art/AssetLicenses.md`, documented the pipeline in `Docs/Art/AgrarianAssetPipeline.md`, added `Scripts/verify_asset_pipeline_policy.py`, defaulted to Fab/free, Quixel, CC0/public-domain, team-created, or Nathan-supplied assets only, rejected random scraped internet assets, and prioritized trees, shrubs, grass, water, rocks, character bodies/outfits, and old abandoned equipment being reclaimed by nature.
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- [x] Add the Ground Zero asset acquisition queue for the investor visual pass: documented free-only Fab candidates for shrubs, Mediterranean/coastal plants, grass, rocks/water-support props, and rural/reclaimed set dressing in `Docs/Art/GroundZeroAssetAcquisitionQueue.md`; added `Scripts/verify_ground_zero_asset_queue.py`; tied every candidate to the license register and staging workflow.
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- [x] Add stable MVP pause menu save/exit/settings shell: Resume, Save Game, Settings, Save & Exit, and Quit Without Saving now have separate player-facing actions, keyboard shortcuts, and verifier coverage while deeper settings stay roadmapped.
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- [ ] Replace or upgrade freshwater visuals with readable water surface, edge treatment, bank dressing, reflection/roughness tuning, and collectability cues.
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- [ ] Replace or upgrade character bodies and clothing so selected characters read as realistic near-future post-collapse frontier people rather than template mannequins or proxy stacks.
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- [ ] Replace or upgrade resource objects so wood, stone, fiber, edible plants, pickups, and gathered items look like world objects rather than debug primitives.
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@@ -1058,6 +1059,18 @@ Required order:
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- [ ] Add early business knowledge for bookkeeping, inventory, profit/loss, fair trade, basic credit, risk, and customer trust.
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- [ ] Add simple workshop/business ownership rules for homestead-scale production.
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## 0.2.F1 Player Options And Settings
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- [ ] Define the settings persistence model so options survive save/load, packaged demos, and future multiplayer profile storage.
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- [ ] Add preferred units for metric/imperial distance, weight, temperature, speed, volume, and field-size display.
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- [ ] Add controls remapping UI for keyboard, mouse, and gamepad while preserving sane defaults for movement, sprint, crouch, prone, interact, menus, and camera.
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- [ ] Add gameplay settings for autosave cadence, UI scale, hints, camera behavior, interaction prompts, and accessibility-friendly timing.
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- [ ] Add graphics and hardware settings for quality presets, resolution/window mode, frame cap, foliage density, shadows, water, post-process, ray tracing optional toggles, and reset-to-safe defaults.
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- [ ] Add audio settings for master, music, effects, ambient, voice, and cinematic volume.
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- [ ] Add accessibility settings for subtitles, color/contrast, text scale, hold-versus-toggle interactions, motion comfort, and input assistance.
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- [ ] Add account/server preferences for default server, last-used address, privacy-safe telemetry choice, and multiplayer connection display.
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- [ ] Add verifier coverage for settings save/load, default migration, reset-to-default behavior, and packaged-demo menu access.
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## 0.2.G Homesteading Knowledge Progression
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- [ ] Define early profession paths: farmer, herder, carpenter, mason, cook, medic, hunter, fisher, trapper, trader, and scout.
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