diff --git a/AGRARIAN_DEVELOPMENT_ROADMAP.md b/AGRARIAN_DEVELOPMENT_ROADMAP.md index 162e629..a9c515d 100644 --- a/AGRARIAN_DEVELOPMENT_ROADMAP.md +++ b/AGRARIAN_DEVELOPMENT_ROADMAP.md @@ -134,7 +134,7 @@ milestones such as `0.01`, `0.1`, `0.6`, and `1.0`. ## Active Milestone - Version 0.01 Foundation Baseline -Status: in progress. +Status: completed. Purpose: establish the project in GitHub, prove Windows builds from a clean checkout, and create the first C++ gameplay foundation for survival, inventory, @@ -279,15 +279,15 @@ Current tooling decisions: ## 0.5 MVP Definition -- [ ] Define what qualifies as the 6-month MVP. -- [ ] Define what will not be included in MVP. -- [ ] Define target player count for MVP test. +- [x] Define what qualifies as the 6-month MVP. +- [x] Define what will not be included in MVP. +- [x] Define target player count for MVP test. - [x] Select the real-world "Ground Zero" 1 km x 1 km MVP tile. - [x] Define target map size for MVP around the Ground Zero tile. - [x] Define MVP biome. - [x] Define acceptable real terrain accuracy for MVP. - [x] Define acceptable real bathymetry/ocean-depth handling for MVP if Ground Zero is coastal. -- [ ] Define acceptable first-pass biome/resource accuracy for MVP. +- [x] Define acceptable first-pass biome/resource accuracy for MVP. - [x] Define MVP day/night length. - [x] Define survival pressure target. - [x] Define basic success loop. @@ -1415,7 +1415,7 @@ The first playable MVP is not complete until: Use this list to restart from the top of the roadmap before continuing into newer gameplay and weather work. -Current version: `0.01 Foundation Baseline` +Current version: `0.1 Foundational Survival MVP` Earliest incomplete foundation items: @@ -1438,9 +1438,9 @@ Earliest incomplete foundation items: - [x] Create economy and AGR design document. - [x] Create art direction, UX/HUD direction, coding standards, Blueprint standards, and asset/folder naming standards. - [x] Organize `Content/Agrarian/` root folder and remove unused starter variant content. -- [ ] Define what qualifies as the 6-month MVP and what is explicitly excluded. +- [x] Define what qualifies as the 6-month MVP and what is explicitly excluded. - [x] Define MVP day/night length, survival pressure target, success loop, failure conditions, first playable internal milestone, and closed-test readiness criteria. Immediate next item: -- [ ] Define what qualifies as the 6-month MVP and what is explicitly excluded. +- [ ] Decide first-person, third-person, or hybrid camera. diff --git a/Docs/MvpSurvivalReadinessCriteria.md b/Docs/MvpSurvivalReadinessCriteria.md index a5ac1fb..447b0de 100644 --- a/Docs/MvpSurvivalReadinessCriteria.md +++ b/Docs/MvpSurvivalReadinessCriteria.md @@ -135,3 +135,12 @@ Do not block first playable MVP on: - full generational succession; - polished character art; - public Steam/Epic release readiness. + +## Scope Gate + +The detailed six-month MVP scope, exclusions, player-count target, and +acceptance checklist live in: + +```text +Docs/SixMonthMvpDefinition.md +``` diff --git a/Docs/SixMonthMvpDefinition.md b/Docs/SixMonthMvpDefinition.md new file mode 100644 index 0000000..73d3cb1 --- /dev/null +++ b/Docs/SixMonthMvpDefinition.md @@ -0,0 +1,266 @@ +# Six-Month MVP Definition + +## Purpose + +The six-month MVP is the smallest playable proof that Agrarian is more than an +Unreal template and more than a terrain experiment. It must show the beginning +of the long-term game: a player enters a real place, struggles to survive, +improves their odds through gathering/crafting/fire/shelter, and can return to +some preserved progress. + +The MVP is not a public launch, not the full economy, and not the full +Earth-scale world. It is an investor/internal/closed-test build that proves the +foundation is worth expanding. + +## MVP Statement + +The six-month MVP qualifies when a small test group can launch a Windows build, +enter the Ground Zero map, select a basic realistic character, survive a +compressed day/night cycle, interact with a real 1 km x 1 km terrain tile, +gather resources, drink water, craft primitive tools, make or use fire, build or +use primitive shelter, experience meaningful survival failure, and return after +a restart with core world progress preserved. + +## Target Test Audience + +Primary audience: + +- internal development testing; +- investor/demo review; +- a small closed-test group once the build is stable. + +Target player count: + +- minimum proof: 2 players connected to the same server; +- target closed-test smoke group: 4 players on one server; +- stretch test: 8 players if the dedicated/listen server path is stable. + +The MVP should not be judged by MMO population, open-world scale, or long-term +economy concurrency. + +## Required MVP Pillars + +### Startup And Entry + +Required: + +- Agrarian Studio splash/startup identity appears; +- required Unreal/Epic attribution and copyright/demo notice are present; +- the motto `What survives after you are gone?` appears in the startup flow; +- the player reaches a simple character-selection landing page; +- the player can choose a realistic young adult male or female character option + with average proportions, even if final character art is still placeholder; +- the player enters the Ground Zero map. + +Excluded: + +- full character creator; +- polished cinematic intro; +- account creation flow; +- Steam/Epic entitlement flow. + +### Ground Zero Map + +Required: + +- the default playable map is the Ground Zero 1 km x 1 km real terrain tile; +- terrain scale is verified as 1 km x 1 km; +- the tile has source/generation metadata; +- Ground Zero tile package lookup/download/cache proof exists through the tile + server; +- water, slope, shoreline/coastal handling, and immediate resources are good + enough to support the survival loop; +- map boundaries or soft limits prevent players from treating missing + neighboring tiles as broken content. + +Acceptable first-pass biome/resource accuracy: + +- biome and resource placement must be believable for the Ground Zero region; +- wood, stone, fiber, water, rabbit/meat/hide, and basic forage/medicine + placeholders may be approximate; +- exact vegetation species, exact abundance, and final ecological simulation are + not required; +- resource density can be tuned for playability as long as the result still + feels regionally plausible; +- all approximation should be documented when it matters to future terrain or + biome passes. + +Excluded: + +- full Earth-scale streaming; +- multiple production-ready regions; +- perfect hydrography, roads, land-cover, or vegetation classification; +- final ocean/bathymetry simulation; +- final World Partition streaming budget. + +### Survival Loop + +Required: + +- hunger, thirst, stamina, health, body temperature, and injury are represented; +- hunger, thirst, cold/exposure, and injury/damage can threaten survival; +- the player can gather primitive resources by hand; +- the player can drink or collect water; +- the player can craft at least one useful primitive tool; +- the player can craft or use fire; +- the player can build or use primitive shelter; +- weather and time affect survival pressure; +- death or another meaningful failure path works; +- early play is difficult but learnable. + +Excluded: + +- full disease system; +- full medicine system; +- complete cooking and food preservation; +- full corpse/backpack/inheritance loop; +- advanced combat. + +### Time And Weather + +Required: + +- default gameplay calendar remains `4 real hours = 1 in-game day`; +- server owns time and replicates it; +- day/night presentation should mimic the Ground Zero region as the system + matures; +- weather states affect survival pressure; +- deterministic fallback weather exists if live weather is not ready. + +Excluded: + +- complete sunrise/sunset astronomy accuracy; +- full live weather provider integration if not stable; +- crop/livestock/aging timelines beyond documented design direction. + +### Multiplayer + +Required: + +- at least two players can join the same session for a smoke test; +- player stats, inventory, time, weather, resources, build pieces, fire/shelter, + and relevant world state replicate well enough to test together; +- server authority is maintained for critical gameplay actions; +- missing tile behavior is defined. + +Excluded: + +- open matchmaking; +- polished dedicated-server deployment portal; +- MMO-scale population; +- full reconnect UX beyond the persistence smoke target. + +### Persistence + +Required: + +- core placed shelter/fire/build progress can survive restart where implemented; +- player/world save data uses versioned records where practical; +- active Ground Zero tile ID/package version are part of persistence design; +- manual/admin save path exists; +- persistence limitations are documented. + +Target for MVP acceptance: + +- a test can gather/craft/place, save, restart, and confirm the important + player/world state still exists. + +Excluded: + +- complete account identity system; +- complete database-backed persistence service; +- long-term migration tooling for every future save shape; +- full economy ledger implementation. + +### UI And UX + +Required: + +- basic survival HUD or debug/HUD equivalent shows critical stats clearly enough + to test; +- interaction prompts exist or the test flow otherwise makes interactions clear; +- inventory and crafting can be tested without hidden developer-only knowledge; +- death/failure state is understandable enough for testers; +- UI scales acceptably on common desktop resolutions. + +Excluded: + +- final HUD art; +- final accessibility pass; +- polished menu suite; +- public onboarding/tutorial. + +### Build And Operations + +Required: + +- Windows packaged development build can be created from the repo; +- packaged build launches on a clean Windows test machine or Windows-Builder; +- known startup/rendering fallback path is documented; +- tile endpoint used by the build is documented; +- backup and restore expectations are documented; +- critical known issues are tracked before investor/closed-test sharing. + +Excluded: + +- store-ready Steam/Epic deployment; +- installer polish; +- crash telemetry service if not yet selected; +- automated patcher. + +## Explicit MVP Exclusions + +These are not required for the six-month MVP: + +- full Earth-scale world; +- large multi-region terrain streaming; +- complete farming; +- complete livestock/domestication; +- family/generation/inheritance systems; +- complete settlement governance; +- land-claim economy; +- full trade UI or market; +- AGR token utility; +- wallet linking; +- real-money marketplace; +- Steam/Epic public release; +- polished production characters; +- MetaHuman final integration; +- final art/audio pass; +- advanced AI ecosystems; +- vehicles, boats, tractors, or horses; +- long-term legal/compliance launch package; +- public anti-cheat and moderation suite. + +## Acceptance Checklist + +The MVP can be called ready for the six-month target when: + +- packaged Windows build launches; +- startup flow reaches character selection; +- player enters Ground Zero; +- two-player smoke test connects; +- one player can gather, drink, craft, make/use fire, and use shelter; +- one meaningful survival failure path works; +- one full compressed day/night survival test passes or has documented known + gaps; +- weather/time survival pressure works at a basic level; +- core world progress can survive restart for the implemented persistence scope; +- Ground Zero tile delivery proof remains valid; +- no critical crash blocks the first 30 minutes of testing; +- known missing features are listed as exclusions or future roadmap items. + +## What Success Looks Like + +The MVP succeeds if a tester can say: + +- this is clearly Agrarian, not a template; +- the real terrain direction is visible; +- survival feels grounded and a little difficult; +- tools, fire, shelter, and knowledge make survival easier; +- the world remembers enough to see the persistence direction; +- the next roadmap phases are credible. + +The MVP fails if it relies on explanation instead of play, if basic survival +cannot be completed, if the build cannot launch, or if the project tries to +include long-term systems before the survival foundation is stable.