From c5e795ef26f2d7c5c98f570c98e178850413a27e Mon Sep 17 00:00:00 2001 From: nathan Date: Fri, 15 May 2026 08:49:14 -0700 Subject: [PATCH] Add character aging roadmap details --- AGRARIAN_DEVELOPMENT_ROADMAP.md | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) diff --git a/AGRARIAN_DEVELOPMENT_ROADMAP.md b/AGRARIAN_DEVELOPMENT_ROADMAP.md index 7c3c074..436485c 100644 --- a/AGRARIAN_DEVELOPMENT_ROADMAP.md +++ b/AGRARIAN_DEVELOPMENT_ROADMAP.md @@ -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