diff --git a/AGRARIAN_DEVELOPMENT_ROADMAP.md b/AGRARIAN_DEVELOPMENT_ROADMAP.md index f8a5149..254038e 100644 --- a/AGRARIAN_DEVELOPMENT_ROADMAP.md +++ b/AGRARIAN_DEVELOPMENT_ROADMAP.md @@ -36,6 +36,41 @@ Core commitments: - [ ] Let players choose depth: basic survival should be approachable, while advanced civilization, nuclear power, spaceflight, and colonization should reward real study, planning, and mastery. - [ ] Avoid trivia-only gates; complex achievements require the right knowledge, repeated hands-on experience, tools, safety systems, materials, teams, and institutions. +## 2027 Awards Direction + +Target: build Agrarian toward credible nomination conversations for visual +art/art direction, new intellectual property, design, debut/independent, and +innovation-style game awards in 2027. + +Agrarian should not chase generic Unreal showcase beauty. The award-worthy +identity is geographically truthful, emotionally grounded, and systemically +alive: a realistic post-collapse Earth simulation where every tile feels like a +real place, every resource has consequence, and rebuilding civilization feels +intimate, fragile, and earned. + +Every milestone must be judged against these production bars: + +- [ ] Visual credibility: no investor-facing build may rely on placeholder + terrain, mannequins, cubes, spheres, undressed water, fake-looking vegetation, + or unexplained debug geometry. +- [ ] Geographic truth: biome, lighting, water, terrain, flora, fauna, + resource availability, weather, and human remnants should match the real-world + tile being represented or a documented near-future extrapolation. +- [ ] Art direction: realism must still have a signature look: recovered nature + overtaking abandoned infrastructure, human-made warmth against harsh natural + systems, and hopeful reconstruction rather than generic apocalypse. +- [ ] Systemic originality: each gameplay layer should reinforce persistent + civilization recovery, real resource consequence, real time, family/community + continuity, and Earth-scale simulation. +- [ ] Emotional attachment: players should care about people, places, tools, + land, shelter, animals, family, and community because those things persist, + age, improve, decay, or can be lost. +- [ ] Demo discipline: investor builds should be showable without explaining + that major first-impression visuals are temporary. +- [ ] Roadmap filter: if a task does not improve visual credibility, systemic + originality, player emotional attachment, stability, tooling, or demo + readiness, defer it. + ## Time And Progression Philosophy Baseline rule: @@ -944,6 +979,11 @@ Purpose: replace the most visible MVP placeholders before adding deeper homesteading systems, so every new 0.2 feature is built on a world that already looks intentional, grounded, and investor-readable. +Awards bar: this milestone is not just cosmetic cleanup. It is the first pass +toward Agrarian's art-direction identity: real Earth tiles, believable materials, +coastal-scrub ecology, readable water, realistic frontier/post-collapse +characters, and a world that looks alive before the player touches anything. + Required order: - [x] Replace or upgrade the terrain material first so Ground Zero no longer reads as flat tan placeholder ground. Rebuilt `M_AGR_GZ_Terrain_CoastalScrub` as a procedural coastal scrub material that blends dry soil, scrub green, and sandy path color families with broad and fine noise, documented the visual baseline, and extended the natural-environment verifier so flat constant-color terrain fails. @@ -957,6 +997,9 @@ Required order: - [ ] Replace or upgrade fire and smoke so campfires have believable flame, ember, smoke, heat, and fuel-state visuals without requiring ray tracing. - [ ] Replace or upgrade shelter pieces so primitive structures read as plausible built objects with material identity, not composed placeholder geometry. - [ ] Replace or upgrade wildlife visuals so the first animal prototype reads as a living creature with appropriate silhouette, scale, material, and animation target. +- [ ] Add abandoned/reclaimed human-made set dressing near Ground Zero such as worn fencing, old equipment, broken pavement, weathered containers, and nature-overgrowth details that establish the near-future recovery tone without turning the game into generic apocalypse. +- [ ] Establish an investor screenshot composition checklist for first boot, story, credits, character selection, first spawn, water, vegetation, shelter, fire, resource interaction, and pause/save flow. +- [ ] Add automated visual placeholder audits for basic engine primitives, flat tan materials, missing foliage/water meshes, mannequin-only character presentation, and map-start camera placement. - [ ] Verify the non-ray-traced default still looks credible; ray tracing remains optional/cinematic only. - [ ] Capture fresh investor screenshots after the pass: startup/credits, character selection, first spawn, terrain, vegetation, water, campfire, shelter, pause/save flow, and one gameplay interaction. - [ ] Do not start `0.2.A Tile Biome And Natural Resource Foundation` until this visual baseline is good enough to show without explaining that the world is still placeholder-heavy.