Document MVP realism target guardrails
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@@ -825,7 +825,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [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.
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- [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.
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- [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.
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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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- [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.
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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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@@ -52,6 +52,36 @@ Ground Zero target:
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region-appropriate materials, vegetation, rocks, shoreline treatment, and
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weathered survival props.
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## MVP Realism Target Rules
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Investor-facing art work should move the project toward grounded realism even
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when the current asset is still an MVP proxy. A proxy is acceptable when it
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locks down gameplay scale, silhouette, material family, biome placement, or
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interaction readability that can survive into production. A cosmetic throwaway
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is not acceptable when it creates a style, color language, or object read that
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will have to be discarded before MVP.
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Realism preservation rules:
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- use real-world biome references for terrain color, vegetation density, water,
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rock, weather, shelter, tools, wildlife, and clothing decisions;
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- prefer Agrarian-owned proxy meshes and materials over engine template assets
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so replacements can be staged without changing gameplay contracts;
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- keep survival objects readable through practical construction logic: fuel,
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stone, ash, fabric, branches, stored goods, water edges, and worn surfaces;
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- use lighting and fog that imply Pacific coastal conditions without requiring
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cinematic hardware settings;
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- document any visible proxy that remains in investor builds, including what
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production-quality asset family should replace it;
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- avoid cosmetic-only changes that make the world prettier while moving it away
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from the long-term realistic tone.
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Current 0.1.O visual passes are production-directed proxies, not final art:
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character bodies, survival objects, foliage silhouettes, water-source dressing,
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and Ground Zero biome materials are expected to be replaced with higher-fidelity
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assets, but their scale, placement, material families, and gameplay readability
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should survive.
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## Character Direction
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MVP character selection should support realistic male and female young-adult
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@@ -0,0 +1,66 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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REQUIRED_SNIPPETS = {
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"Docs/ArtUxCodeAndAssetStandards.md": [
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"## MVP Realism Target Rules",
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"production-directed proxies, not final art",
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"avoid cosmetic-only changes",
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"real-world biome references",
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],
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"Docs/CharactersAndObjects/MvpReadableSurvivalObjectProxies.md": [
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"Final realistic art should replace these proxies",
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"without changing survival",
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],
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"Docs/Terrain/GroundZeroNaturalEnvironmentPass.md": [
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"coastal scrub",
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"drive density and shape selection from land-cover",
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],
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"Docs/Terrain/GroundZeroWaterSourceVisualPass.md": [
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"production water material",
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"bank geometry",
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],
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"Docs/Terrain/GroundZeroDensitySightlineTuning.md": [
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"coastal scrub biome",
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"without hiding the first playable survival loop",
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],
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"Scripts/setup_ground_zero_demo_map.py": [
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'M_AGR_GZ_Terrain_CoastalScrub',
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'M_AGR_GZ_Tree_CoastalOak',
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'M_AGR_GZ_Shrub_CoyoteBrush',
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'M_AGR_GZ_Grass_DryCoastal',
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'M_AGR_GZ_Stone_Sandstone',
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'SIGHTLINE_TUNING_CONFIG',
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],
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"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Preserve realism as the target",
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"production realism",
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"cosmetic throwaways",
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],
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}
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def main():
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failures = []
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for relative_path, snippets in REQUIRED_SNIPPETS.items():
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path = ROOT / relative_path
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if not path.exists():
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failures.append(f"missing {relative_path}")
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continue
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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failures.append(f"{relative_path} missing snippet: {snippet}")
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if failures:
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raise SystemExit("MVP realism target verification failed:\n" + "\n".join(failures))
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print("PASS: MVP realism target standards are documented and wired to 0.1.O visual gates.")
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if __name__ == "__main__":
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main()
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