Add investor visual MVP roadmap gate
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@@ -807,7 +807,24 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Add accessibility basics. Added runtime MVP UI scaling with `AgrarianSetUiScale 0.75-1.5` and a frontend high-contrast mode with `AgrarianToggleHighContrastUI`, applying scale to the native frontend and HUD text surfaces.
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- [x] Ensure UI scales on common resolutions. Tightened native MVP frontend sizing around explicit margins, preferred panel dimensions, minimum panel bounds, and verified the layout math across common desktop resolutions and supported UI scale values.
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## 0.1.O MVP Audio And Atmosphere
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## 0.1.O Investor Visual MVP And Menu Polish
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- [ ] Reclassify the current investor demo as systems-first, not investor visual MVP, until the visual/menu quality gate below is complete.
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- [ ] Replace the native painted MVP frontend with a proper UMG menu flow using real button widgets, hover/pressed states, keyboard/controller focus, mouse click targets, and predictable back/escape behavior.
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- [ ] Make startup credits, character selection, server/join, loading, pause, save, and quit feel like separate intentional segments, with no impression that gameplay has started underneath the UI.
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- [ ] Add a visually verified packaged-client startup test using Sunshine/Moonlight or another real GPU desktop capture path, because QEMU guest-agent screenshots cannot validate the interactive rendered desktop.
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- [ ] Add first realistic playable character proxies for the selected young adult male and female archetypes, replacing the default mannequin/dummy presentation for investor builds.
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- [ ] Replace box/sphere/cylinder survival objects with readable MVP meshes for campfires, primitive shelter pieces, resource pickups, water sources, wildlife, and gathered items.
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- [ ] Replace the placeholder Ground Zero environment presentation with investor-facing biome dressing: believable terrain material, grass, brush, shrubs, bushes, trees, rocks, water visuals, and local coastal-scrub color variation.
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- [ ] Add a real water-source visual pass with surface material, edge treatment, scale, and placement that reads as collectable freshwater instead of a placeholder plane.
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- [ ] Add density and sightline tuning so grasses, shrubs, trees, and resource clusters are visible enough to sell the world without hiding gameplay-critical objects.
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- [ ] Preserve realism as the target: use assets, materials, lighting, and environmental dressing that can survive toward MVP production rather than cosmetic throwaways where practical.
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- [ ] Define default, recommended, and cinematic investor rendering presets, with ray tracing available only as an optional high-end/cinematic mode and never required for baseline visual credibility.
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- [ ] Verify the non-ray-traced compatibility/default path still looks credible on common investor, tester, and remote-session hardware.
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- [ ] Add packaged-demo visual QA screenshots or short clips for startup credits, character selection, first spawn, terrain, vegetation, water, campfire, shelter, pause menu, and save/quit before each investor build is called ready.
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- [ ] Add an investor-demo acceptance gate: no current build should be described as investor visual MVP if menus are confusing, character art is mannequin-only, terrain is flat/tan, foliage is absent or unreadable, or core objects still read as primitive debug shapes.
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## 0.1.P MVP Audio And Atmosphere
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- [ ] Add ambient biome audio.
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- [ ] Add footstep placeholders.
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@@ -827,7 +844,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [ ] Add mix settings.
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- [ ] Add volume sliders.
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## 0.1.P MVP QA Gates
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## 0.1.Q MVP QA Gates
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- [ ] Can launch packaged client.
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- [ ] Can launch server.
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@@ -845,7 +862,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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future Unreal upgrades turn the warning into a compile blocker.
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- [ ] Server remains stable with target test player count.
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## 0.1.Q Knowledge And Skill Foundation
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## 0.1.R Knowledge And Skill Foundation
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- [ ] Define the MVP separation between knowledge, practical experience, physical stats, tools, and infrastructure.
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- [ ] Add a first-pass skill taxonomy for survival, gathering, tool use, crafting, fire, shelter, navigation, first aid, food safety, and weather awareness.
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