Add 2027 awards direction to roadmap
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@@ -36,6 +36,41 @@ Core commitments:
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- [ ] Let players choose depth: basic survival should be approachable, while advanced civilization, nuclear power, spaceflight, and colonization should reward real study, planning, and mastery.
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- [ ] Let players choose depth: basic survival should be approachable, while advanced civilization, nuclear power, spaceflight, and colonization should reward real study, planning, and mastery.
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- [ ] Avoid trivia-only gates; complex achievements require the right knowledge, repeated hands-on experience, tools, safety systems, materials, teams, and institutions.
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- [ ] Avoid trivia-only gates; complex achievements require the right knowledge, repeated hands-on experience, tools, safety systems, materials, teams, and institutions.
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## 2027 Awards Direction
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Target: build Agrarian toward credible nomination conversations for visual
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art/art direction, new intellectual property, design, debut/independent, and
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innovation-style game awards in 2027.
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Agrarian should not chase generic Unreal showcase beauty. The award-worthy
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identity is geographically truthful, emotionally grounded, and systemically
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alive: a realistic post-collapse Earth simulation where every tile feels like a
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real place, every resource has consequence, and rebuilding civilization feels
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intimate, fragile, and earned.
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Every milestone must be judged against these production bars:
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- [ ] Visual credibility: no investor-facing build may rely on placeholder
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terrain, mannequins, cubes, spheres, undressed water, fake-looking vegetation,
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or unexplained debug geometry.
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- [ ] Geographic truth: biome, lighting, water, terrain, flora, fauna,
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resource availability, weather, and human remnants should match the real-world
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tile being represented or a documented near-future extrapolation.
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- [ ] Art direction: realism must still have a signature look: recovered nature
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overtaking abandoned infrastructure, human-made warmth against harsh natural
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systems, and hopeful reconstruction rather than generic apocalypse.
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- [ ] Systemic originality: each gameplay layer should reinforce persistent
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civilization recovery, real resource consequence, real time, family/community
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continuity, and Earth-scale simulation.
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- [ ] Emotional attachment: players should care about people, places, tools,
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land, shelter, animals, family, and community because those things persist,
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age, improve, decay, or can be lost.
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- [ ] Demo discipline: investor builds should be showable without explaining
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that major first-impression visuals are temporary.
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- [ ] Roadmap filter: if a task does not improve visual credibility, systemic
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originality, player emotional attachment, stability, tooling, or demo
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readiness, defer it.
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## Time And Progression Philosophy
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## Time And Progression Philosophy
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Baseline rule:
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Baseline rule:
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@@ -944,6 +979,11 @@ Purpose: replace the most visible MVP placeholders before adding deeper
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homesteading systems, so every new 0.2 feature is built on a world that already
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homesteading systems, so every new 0.2 feature is built on a world that already
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looks intentional, grounded, and investor-readable.
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looks intentional, grounded, and investor-readable.
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Awards bar: this milestone is not just cosmetic cleanup. It is the first pass
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toward Agrarian's art-direction identity: real Earth tiles, believable materials,
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coastal-scrub ecology, readable water, realistic frontier/post-collapse
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characters, and a world that looks alive before the player touches anything.
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Required order:
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Required order:
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- [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.
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- [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.
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@@ -957,6 +997,9 @@ Required order:
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- [ ] Replace or upgrade fire and smoke so campfires have believable flame, ember, smoke, heat, and fuel-state visuals without requiring ray tracing.
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- [ ] Replace or upgrade fire and smoke so campfires have believable flame, ember, smoke, heat, and fuel-state visuals without requiring ray tracing.
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- [ ] Replace or upgrade shelter pieces so primitive structures read as plausible built objects with material identity, not composed placeholder geometry.
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- [ ] Replace or upgrade shelter pieces so primitive structures read as plausible built objects with material identity, not composed placeholder geometry.
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- [ ] Replace or upgrade wildlife visuals so the first animal prototype reads as a living creature with appropriate silhouette, scale, material, and animation target.
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- [ ] Replace or upgrade wildlife visuals so the first animal prototype reads as a living creature with appropriate silhouette, scale, material, and animation target.
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- [ ] 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.
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- [ ] 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.
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- [ ] 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.
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- [ ] Verify the non-ray-traced default still looks credible; ray tracing remains optional/cinematic only.
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- [ ] Verify the non-ray-traced default still looks credible; ray tracing remains optional/cinematic only.
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- [ ] 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.
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- [ ] 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.
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- [ ] 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.
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- [ ] 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.
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