Add character aging roadmap details
This commit is contained in:
@@ -394,6 +394,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
|
||||
- [x] Add body temperature.
|
||||
- [ ] Add exhaustion.
|
||||
- [x] Add injury state.
|
||||
- [ ] Reserve long-term care history fields for nutrition, illness, injury, sleep, shelter, stress, workload, and treatment quality.
|
||||
- [ ] Add infection or sickness placeholder.
|
||||
- [x] Add stat regeneration rules.
|
||||
- [x] Add stat decay rules.
|
||||
@@ -591,6 +592,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
|
||||
- [x] Decide what tile metadata is stored in save data vs external tile registry.
|
||||
- [ ] Save player identity.
|
||||
- [ ] Save player stats.
|
||||
- [ ] Save long-term character care history placeholders without applying aging gameplay yet.
|
||||
- [ ] Save player inventory.
|
||||
- [x] Save placed structures.
|
||||
- [ ] Save resource depletion state if needed.
|
||||
@@ -800,6 +802,12 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
|
||||
- [ ] Add age categories.
|
||||
- [ ] Add stat changes by age.
|
||||
- [ ] Add skill efficiency changes by age.
|
||||
- [ ] Define lifetime care quality model for nutrition, hydration, injury recovery, illness, sleep, shelter, stress, workload, hygiene, and medical treatment.
|
||||
- [ ] Track lifetime care quality history.
|
||||
- [ ] Apply lifetime care quality to baseline health, stamina, strength, endurance, recovery rate, disease resistance, injury risk, and old-age decline.
|
||||
- [ ] Add childhood/development care effects if descendants or children become playable.
|
||||
- [ ] Add long-term consequences for repeated starvation, dehydration, untreated injury, sickness, exposure, exhaustion, and hard labor.
|
||||
- [ ] Add long-term benefits for stable food, clean water, rest, shelter, medicine, lower stress, and safer work.
|
||||
- [ ] Add mortality rules.
|
||||
- [ ] Add death by old age.
|
||||
- [ ] Add UI for age and legacy.
|
||||
@@ -835,6 +843,19 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
|
||||
- [ ] Add will/testament placeholder.
|
||||
- [ ] Add no-heir fallback rules.
|
||||
|
||||
## 4.5 Character Visual Aging And Condition
|
||||
|
||||
- [ ] Define visual age stages for child, young adult, adult, mature adult, elder, and late elder if those stages are playable.
|
||||
- [ ] Define skin aging rules: wrinkles, texture changes, sun/weather exposure, scars, illness marks, and complexion changes.
|
||||
- [ ] Define hair aging rules: graying, thinning, facial hair changes, and style constraints by era/culture.
|
||||
- [ ] Define body/posture aging rules: muscle mass, weight, gait, posture, frailty, and injury compensation.
|
||||
- [ ] Define visual condition rules based on lifetime care quality, including hard living vs well-cared-for characters.
|
||||
- [ ] Decide MetaHuman/material/mesh strategy for runtime or staged visual aging.
|
||||
- [ ] Add character material parameters or morph targets for age and condition.
|
||||
- [ ] Replicate character visual age and condition state.
|
||||
- [ ] Persist character visual age and condition state.
|
||||
- [ ] Add UI/profile presentation for age, condition, and visible legacy.
|
||||
|
||||
---
|
||||
|
||||
# Phase 5 - Governments And Civilization
|
||||
|
||||
Reference in New Issue
Block a user