Prepare roadmap for 0.2 homesteading

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2026-05-19 16:15:35 -07:00
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@@ -898,22 +898,41 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
Goal: Transition from temporary survival into lasting settlement and land stewardship.
Engineering posture for 0.2:
- Start with durable, server-authoritative systems instead of one-off MVP
shortcuts.
- Add schema/version fields to every new persistent record.
- Prefer data assets for claim, crop, animal, storage, structure, economy, and
knowledge definitions.
- Keep each new system covered by focused verifiers and grouped milestone
checks.
- Replace visible placeholders with realistic, production-survivable assets in
the same order players encounter them.
## 0.2.A Land And Claiming
- [ ] Design land claim philosophy.
- [ ] Define claim data schema with claim ID, owner, bounds, tile anchor, permissions, upkeep state, decay state, and schema version.
- [ ] Define server-authoritative claim validation rules for placement, overlap, terrain suitability, water/road access, and abuse prevention.
- [ ] Define claim size limits.
- [ ] Define claim cost or effort.
- [ ] Implement claim marker.
- [ ] Implement claim ownership.
- [ ] Implement claim permissions.
- [ ] Add claim debug/admin inspection commands.
- [ ] Add claim UI.
- [ ] Add claim persistence.
- [ ] Add claim save/load/restart verifier.
- [ ] Add claim conflict rules.
- [ ] Add abandoned claim decay rules.
- [ ] Add claim handoff rules for household/family inheritance later.
## 0.2.B Farming
- [ ] Design soil model.
- [ ] Define crop data asset schema for species, seed item, planting season, soil needs, moisture range, temperature range, growth stages, harvest products, failure risks, and knowledge hooks.
- [ ] Define tile biome/climate inputs that farming reads from rainfall, temperature, season, elevation, soil, and drainage metadata.
- [ ] Add basic soil quality.
- [ ] Add moisture.
- [ ] Add crop data assets.
@@ -929,10 +948,14 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add seed selection and plant breeding foundation concepts.
- [ ] Add crop disease, pest pressure, and weed management knowledge hooks.
- [ ] Add weather and seasonal planning effects on planting and yield reliability.
- [ ] Add first crop visual states that read as believable seedlings, growing plants, mature crops, and failed crops.
- [ ] Add crop save/load/restart verifier.
## 0.2.C Domestication
- [ ] Choose first domestic animal.
- [ ] Define animal data asset schema for species, temperament, diet, water needs, shelter needs, products, reproduction window, disease risks, and knowledge hooks.
- [ ] Define containment and ownership records before adding breeding.
- [ ] Add taming concept.
- [ ] Add feeding.
- [ ] Add containment.
@@ -944,9 +967,12 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add animal handling knowledge for approach, containment, stress, feeding, hydration, shelter, and humane care.
- [ ] Add livestock reproduction knowledge for breeding windows, gestation, offspring care, genetic traits, and recordkeeping.
- [ ] Add animal disease, sanitation, quarantine, parasite, and nutrition knowledge hooks.
- [ ] Add first believable domestic animal visual proxy or asset so animal systems are not represented by generic shapes.
- [ ] Add animal save/load/restart verifier.
## 0.2.D Storage And Preservation
- [ ] Define storage data schema for container ID, owner/claim, slots, weight/volume limits, permissions, spoilage environment, and schema version.
- [ ] Add storage containers.
- [ ] Add container permissions.
- [ ] Add spoilage timer.
@@ -956,9 +982,12 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add storage UI.
- [ ] Add food preservation knowledge for drying, smoking, salting, fermenting, canning later, cold storage, spoilage, pests, and contamination risk.
- [ ] Add material storage knowledge for moisture, rot, rust, pests, fire risk, and inventory rotation.
- [ ] Add storage save/load/restart verifier.
- [ ] Add storage visual differentiation for baskets, crates, racks, caches, and protected containers.
## 0.2.E Permanent Structures
- [ ] Define structure piece data asset schema for material, footprint, snap points, structural role, health, weather protection, fire risk, repair cost, and decay rules.
- [ ] Expand building pieces.
- [ ] Add foundation.
- [ ] Add walls.
@@ -970,9 +999,12 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add decay rules.
- [ ] Add permissions.
- [ ] Add persistence optimizations.
- [ ] Replace primitive shelter proxy pieces with more believable material-driven meshes.
- [ ] Add structure save/load/restart and damage/repair verifier.
## 0.2.F Simple Economy
- [ ] Define transaction record schema with participants, claim/settlement context, offered items, accepted items, timestamp, and audit ID.
- [ ] Add barter container.
- [ ] Add simple trade UI.
- [ ] Add ownership transfer.
@@ -981,15 +1013,18 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add transaction logging.
- [ ] Add early business knowledge for bookkeeping, inventory, profit/loss, fair trade, basic credit, risk, and customer trust.
- [ ] Add simple workshop/business ownership rules for homestead-scale production.
- [ ] Add anti-duplication and rollback rules for multiplayer trade.
## 0.2.G Homesteading Knowledge Progression
- [ ] Convert the 0.1.R knowledge foundation into first data records for homesteading topics.
- [ ] Define early profession paths: farmer, herder, carpenter, mason, cook, medic, hunter, fisher, trapper, trader, and scout.
- [ ] Add learning-by-doing bonuses for routine homestead work without letting repetition replace core understanding.
- [ ] Add simple manuals, oral tips, and settlement notes as discoverable teaching objects.
- [ ] Add household teaching rules for passing practical knowledge to family or trusted settlement members.
- [ ] Define how poor knowledge creates believable outcomes: spoiled food, sick animals, failed crops, weak structures, wasted materials, and avoidable injury.
- [ ] Define how good knowledge improves resilience without making nature instant or effortless.
- [ ] Add grouped verifier coverage for knowledge topics, prerequisites, practice actions, and persistence readiness.
## 0.2.H Household Task And Helper Foundations
@@ -1000,6 +1035,25 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Add simple helper work reports so players can see what was gathered, consumed, protected, repaired, or failed while they were away.
- [ ] Add guardrails so helpers cannot create resources from nothing, bypass crafting costs, ignore carry limits, or operate outside reachable storage and terrain.
## 0.2.I 0.1 Hardening And Technical Debt
- [ ] Split `AgrarianEditorAutomationLibrary.cpp` into focused automation helpers for gameplay loop, persistence, terrain import, visual QA, and setup tasks.
- [ ] Create a grouped verifier runner for milestone categories instead of relying on many one-off script calls.
- [ ] Move Ground Zero, startup, map, and automation constants toward data assets, config, or tile metadata.
- [ ] Separate admin/dev console command authority and audit paths from normal player controller gameplay paths.
- [ ] Add deprecation warnings for remaining MVP placeholder/proxy systems that must be replaced before public testing.
- [ ] Add a coding standards checklist for replication, persistence, save schema changes, data assets, and visual placeholder removal.
## 0.2.J Homesteading Visual And Biome Realism Pass
- [ ] Replace tan/flat terrain presentation with realistic coastal scrub terrain materials driven by tile metadata.
- [ ] Add first production-survivable grass, shrub, brush, and tree assets for Ground Zero.
- [ ] Add foliage density and sightline rules that match real-world biome expectations without hiding gameplay readability.
- [ ] Replace highest-impact primitive resource shapes with recognizable wood, stone, fiber, edible plant, and water visuals.
- [ ] Improve character presentation beyond mannequin/proxy while keeping male/female selection stable.
- [ ] Add optional cinematic rendering tier validation while preserving a credible non-ray-traced default.
- [ ] Add investor visual QA screenshots for terrain, foliage, water, character, fire, shelter, and wildlife.
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# Version 0.3 - Social Civilization Systems