Update roadmap and build workflow
This commit is contained in:
@@ -36,19 +36,31 @@ git@github.com:pacificao/AgrarianGameBuild.git
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Primary local Codex/server checkout:
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```text
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/home/nathan/AgrarianGameBuild
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/mnt/projects/AgrarianGameBulid
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```
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Recommended Windows checkout path:
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Ubuntu-Codex host:
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```text
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D:\AgrarianGameBuild
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192.168.5.10
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```
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Original NAS project path:
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Unraid project share:
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```text
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//linastorage.local/shared_drive/Unreal Game Projects/agrarian_game/AgrarianGame
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\\DevBox\projects\AgrarianGameBulid
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```
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Windows build VM:
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```text
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Windows-Builder / 192.168.5.12
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```
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Codex headless editor build command:
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```text
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UNRAID_PASSWORD=<set in environment> /home/nathan/bin/agrarian-build-editor
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```
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Important tracked project root files/folders:
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@@ -111,6 +123,10 @@ Completed in version .01:
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- [x] Added persistent actor component and placed actor save/restore foundation.
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- [x] Added admin/dev console commands.
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- [x] Added replicated wildlife base actor.
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- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
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- [x] Added a Codex headless Windows build lane through `/home/nathan/bin/agrarian-build-editor`.
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- [x] Installed VS 2022 Build Tools MSVC `14.44.35207` for Unreal 5.7 compatibility.
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- [x] Fixed `AAgrarianDebugHUD` compile issue caused by `const` HUD helper methods calling non-const `AHUD::DrawText`.
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Open version .01 tasks:
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@@ -122,7 +138,7 @@ Open version .01 tasks:
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- [ ] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
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- [ ] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
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- [ ] Place resource nodes, campfire, shelter, and wildlife in the test map.
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- [x] Add a simple HUD/debug display for survival and inventory.
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- [~] Add a simple HUD/debug display for survival and inventory.
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- [ ] Test gather -> inventory -> craft -> place shelter -> save/load loop.
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- [ ] Test wildlife damage/death/harvest loop.
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- [ ] Decide whether to keep the current template variants or remove unused starter variants.
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@@ -153,7 +169,7 @@ Goal: Prepare the project so all future development is controlled, recoverable,
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- [x] Decide Blueprint-first, C++-first, or hybrid approach.
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- [?] Decide whether Gameplay Ability System is needed now or later.
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- [x] Decide networking model for MVP.
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- [ ] Decide dedicated server target platform.
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- [x] Decide dedicated server target platform.
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- [x] Decide local development platforms.
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- [x] Decide build machine strategy.
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- [x] Create repeatable local build instructions.
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@@ -164,6 +180,17 @@ Goal: Prepare the project so all future development is controlled, recoverable,
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- [x] Confirm project compiles from a clean checkout.
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- [ ] Confirm project opens from a clean checkout.
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Current tooling decisions:
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- Unreal Engine version: `5.7`.
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- Development approach: hybrid C++ foundation with Blueprint/content assembly in the editor.
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- Source control and daily coding: Ubuntu-Codex working against the Unraid `projects` share.
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- Editor/build host: Windows-Builder VM with GPU passthrough.
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- Headless build path for Codex: Unraid QEMU guest agent into Windows-Builder.
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- Preferred interactive editor/gameplay connection: Parsec or similar real-GPU remote desktop, not RDP.
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- Dedicated server target: Linux for multiplayer hosting.
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- Windows compiler used by Unreal 5.7: VS 2022 Build Tools MSVC `14.44.35207`.
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## 0.3 Design Documentation
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- [ ] Create game design document.
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@@ -211,6 +238,28 @@ Goal: Prepare the project so all future development is controlled, recoverable,
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- [ ] Define first playable internal milestone.
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- [ ] Define closed test readiness criteria.
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## 0.6 Operational Infrastructure
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- [x] Stand up Unraid `DevBox` as shared project storage.
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- [x] Create and expose the `projects` SMB share.
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- [x] Add LAN name resolution for `DevBox`.
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- [x] Mount `\\DevBox\projects` on Ubuntu-Codex at `/mnt/projects`.
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- [x] Clone `pacificao/AgrarianGameBuild` to `/mnt/projects/AgrarianGameBulid`.
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- [x] Configure GitHub SSH access on Ubuntu-Codex for clone, pull, and push.
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- [x] Set up Windows-Builder as the Unreal/Visual Studio build VM.
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- [x] Install Unreal Engine 5.7 on Windows-Builder.
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- [x] Install Visual Studio 2026 for interactive development tools.
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- [x] Install VS 2022 Build Tools for Unreal 5.7 compiler compatibility.
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- [x] Confirm Codex can launch Windows headless build commands without RDP.
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- [x] Confirm headless editor target build succeeds.
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- [ ] Set up Parsec or equivalent real-GPU remote access for occasional Codex visual inspection.
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- [ ] Stabilize Windows-Builder network/RDP behavior under GPU passthrough.
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- [ ] Decide and document VM snapshot cadence before major engine/tool changes.
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- [ ] Define Unraid share backup policy.
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- [ ] Define GitHub branch protection and review rules.
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- [ ] Add a build log retention policy.
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- [ ] Add a simple operational runbook for rebooting/recovering Windows-Builder, Ubuntu-Codex, and DevBox.
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---
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# Phase 1 - Foundational Survival MVP
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@@ -252,7 +301,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Add stat replication.
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- [ ] Add stat save/load support.
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- [x] Add debug commands for modifying stats.
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- [x] Add HUD display for critical stats.
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- [~] Add HUD display for critical stats.
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## 1.3 Time, Weather, And Environment Pressure
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@@ -437,7 +486,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [ ] Add main menu placeholder.
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- [ ] Add join server screen.
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- [ ] Add loading screen.
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- [x] Add HUD.
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- [~] Add HUD.
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- [ ] Add inventory UI.
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- [ ] Add crafting UI.
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- [ ] Add interaction prompts.
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@@ -1035,7 +1084,7 @@ These tracks run across all phases and must not be left as afterthoughts.
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## K. Build And Release Pipeline
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- [ ] Define dev build process.
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- [x] Define dev editor build process.
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- [ ] Define internal test build process.
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- [ ] Define closed alpha build process.
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- [ ] Define dedicated server packaging.
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@@ -1044,6 +1093,11 @@ These tracks run across all phases and must not be left as afterthoughts.
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- [ ] Define changelog format.
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- [ ] Define rollback process.
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- [ ] Define release approval checklist.
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- [x] Add one-command Codex build wrapper for `AgrarianGameEditor`.
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- [x] Store editor build logs under `Saved/BuildLogs/BuildEditor-Windows.log`.
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- [ ] Add one-command packaged client build wrapper.
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- [ ] Add one-command Linux dedicated server build wrapper.
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- [ ] Add smoke-test command for build artifacts.
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## L. Community And Marketing
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@@ -1064,7 +1118,7 @@ These tracks run across all phases and must not be left as afterthoughts.
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## Month 1 - Foundation
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- [ ] Clean project structure.
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- [~] Clean project structure.
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- [x] Confirm engine version.
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- [x] Set source control.
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- [x] Create base character.
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@@ -1074,6 +1128,7 @@ These tracks run across all phases and must not be left as afterthoughts.
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- [x] Create inventory prototype.
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- [x] Create networking baseline.
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- [x] Create build instructions.
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- [x] Create operational build lane for Codex.
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## Month 2 - Survival Loop
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@@ -1086,7 +1141,7 @@ These tracks run across all phases and must not be left as afterthoughts.
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- [~] Add gatherable resources.
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- [x] Add campfire.
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- [x] Add basic crafting.
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- [x] Add basic HUD.
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- [~] Add basic HUD.
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## Month 3 - Shelter And Persistence
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@@ -1168,15 +1223,24 @@ The first playable MVP is not complete until:
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- [x] Confirm whether it compiles cleanly.
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- [x] Create Phase 0 task board from this roadmap.
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- [x] Start with base character, interaction, stats, inventory, and test map.
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- [x] Set up Ubuntu-Codex source-control lane.
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- [x] Set up Windows-Builder headless Unreal build lane.
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- [x] Fix current C++ compile break and verify `AgrarianGameEditor` build.
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Next version .01 priorities:
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- [ ] Pull latest and confirm `66b5322` wildlife build succeeds on Windows.
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- [ ] Open the project in Unreal Editor from the clean Git checkout.
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- [x] Confirm latest C++ build succeeds on Windows-Builder.
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- [ ] Open the project in Unreal Editor from the shared project path.
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- [ ] Create `IA_Interact` and bind it to `E` plus a gamepad button.
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- [ ] Assign `IA_Interact` to the Agrarian character Blueprint.
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- [ ] Create the first editor assets needed for the playable loop.
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- [ ] Place and test the first gatherable resource node.
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- [ ] Place and test the campfire.
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- [ ] Place and test the primitive shelter.
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- [ ] Place and test the first wildlife Blueprint.
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- [x] Add simple survival/inventory HUD feedback.
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- [~] Add simple survival/inventory HUD feedback.
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- [ ] Run the first full gather -> craft -> place -> save -> load test.
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Immediate next item:
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- [ ] Open the project in Unreal Editor on Windows-Builder using the shared project path, then create/bind `IA_Interact` so the C++ interaction path can be tested in the editor.
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