Document MVP realism target guardrails

This commit is contained in:
2026-05-19 11:10:36 -07:00
parent b2e315a510
commit c4296484b6
3 changed files with 97 additions and 1 deletions
+1 -1
View File
@@ -825,7 +825,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] 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. Upgraded the repeatable Ground Zero setup to require denser investor-facing foliage counts and twenty-three labeled variation actors covering trees, brush, shrubs, dry grass mats, rock slabs, water-bank pieces, reeds, and freshwater surface material variation, then extended the verifier/docs so the map no longer qualifies if the visual dressing falls back to sparse placeholder presentation.
- [x] 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. Formalized the MVP freshwater presentation around the native `AAgrarianWaterSource` water-surface, stone-bank, and collect-marker proxies, documented the Ground Zero drainage-candidate placement and nearby water-bank/reed dressing, and added an Unreal verifier that checks surface material, edge treatment, scale, placement, and nearby dressing actors in the actual map.
- [x] Add density and sightline tuning so grasses, shrubs, trees, and resource clusters are visible enough to sell the world without hiding gameplay-critical objects. Added protected foliage clearances around early survival targets and biome resource nodes, sampled first-look sightline corridors from the player start to wood, fiber, campfire, shelter, wildlife, and freshwater, plus a dedicated Unreal verifier/documentation gate so investor-facing density cannot regress into object-hiding clutter.
- [ ] Preserve realism as the target: use assets, materials, lighting, and environmental dressing that can survive toward MVP production rather than cosmetic throwaways where practical.
- [x] Preserve realism as the target: use assets, materials, lighting, and environmental dressing that can survive toward MVP production rather than cosmetic throwaways where practical. Added MVP realism target rules to the shared art/UX/code/asset standards, tied current 0.1.O visual passes to production-directed proxy expectations, and added a verifier that requires Ground Zero materials, water, density/sightline, character, and survival-object docs to point toward production realism instead of cosmetic throwaways.
- [ ] 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.
- [ ] Verify the non-ray-traced compatibility/default path still looks credible on common investor, tester, and remote-session hardware.
- [ ] 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.
+30
View File
@@ -52,6 +52,36 @@ Ground Zero target:
region-appropriate materials, vegetation, rocks, shoreline treatment, and
weathered survival props.
## MVP Realism Target Rules
Investor-facing art work should move the project toward grounded realism even
when the current asset is still an MVP proxy. A proxy is acceptable when it
locks down gameplay scale, silhouette, material family, biome placement, or
interaction readability that can survive into production. A cosmetic throwaway
is not acceptable when it creates a style, color language, or object read that
will have to be discarded before MVP.
Realism preservation rules:
- use real-world biome references for terrain color, vegetation density, water,
rock, weather, shelter, tools, wildlife, and clothing decisions;
- prefer Agrarian-owned proxy meshes and materials over engine template assets
so replacements can be staged without changing gameplay contracts;
- keep survival objects readable through practical construction logic: fuel,
stone, ash, fabric, branches, stored goods, water edges, and worn surfaces;
- use lighting and fog that imply Pacific coastal conditions without requiring
cinematic hardware settings;
- document any visible proxy that remains in investor builds, including what
production-quality asset family should replace it;
- avoid cosmetic-only changes that make the world prettier while moving it away
from the long-term realistic tone.
Current 0.1.O visual passes are production-directed proxies, not final art:
character bodies, survival objects, foliage silhouettes, water-source dressing,
and Ground Zero biome materials are expected to be replaced with higher-fidelity
assets, but their scale, placement, material families, and gameplay readability
should survive.
## Character Direction
MVP character selection should support realistic male and female young-adult
+66
View File
@@ -0,0 +1,66 @@
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
REQUIRED_SNIPPETS = {
"Docs/ArtUxCodeAndAssetStandards.md": [
"## MVP Realism Target Rules",
"production-directed proxies, not final art",
"avoid cosmetic-only changes",
"real-world biome references",
],
"Docs/CharactersAndObjects/MvpReadableSurvivalObjectProxies.md": [
"Final realistic art should replace these proxies",
"without changing survival",
],
"Docs/Terrain/GroundZeroNaturalEnvironmentPass.md": [
"coastal scrub",
"drive density and shape selection from land-cover",
],
"Docs/Terrain/GroundZeroWaterSourceVisualPass.md": [
"production water material",
"bank geometry",
],
"Docs/Terrain/GroundZeroDensitySightlineTuning.md": [
"coastal scrub biome",
"without hiding the first playable survival loop",
],
"Scripts/setup_ground_zero_demo_map.py": [
'M_AGR_GZ_Terrain_CoastalScrub',
'M_AGR_GZ_Tree_CoastalOak',
'M_AGR_GZ_Shrub_CoyoteBrush',
'M_AGR_GZ_Grass_DryCoastal',
'M_AGR_GZ_Stone_Sandstone',
'SIGHTLINE_TUNING_CONFIG',
],
"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
"[x] Preserve realism as the target",
"production realism",
"cosmetic throwaways",
],
}
def main():
failures = []
for relative_path, snippets in REQUIRED_SNIPPETS.items():
path = ROOT / relative_path
if not path.exists():
failures.append(f"missing {relative_path}")
continue
text = path.read_text(encoding="utf-8")
for snippet in snippets:
if snippet not in text:
failures.append(f"{relative_path} missing snippet: {snippet}")
if failures:
raise SystemExit("MVP realism target verification failed:\n" + "\n".join(failures))
print("PASS: MVP realism target standards are documented and wired to 0.1.O visual gates.")
if __name__ == "__main__":
main()