Reorder roadmap around foundation milestones
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@@ -118,6 +118,66 @@ Use these markers as the project progresses:
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---
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# Milestone Flow And Current Focus
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Roadmap order is now:
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1. Current milestone status and decision log.
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2. Phase 0 foundation and guardrails.
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3. Phase 1 foundational survival MVP.
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4. Later gameplay, civilization, technical, release, and community tracks.
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5. Calendar, MVP definition of done, and earliest next actions.
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Phase subsection numbers such as `0.1`, `0.2`, and `0.7` are workstream
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sections, not release versions. Release versions are tracked separately as
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milestones such as `0.01`, `0.1`, `0.6`, and `1.0`.
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## Active Milestone - Version 0.01 Foundation Baseline
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Status: in progress.
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Purpose: establish the project in GitHub, prove Windows builds from a clean
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checkout, and create the first C++ gameplay foundation for survival, inventory,
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crafting, building, persistence, admin testing, wildlife, and early terrain
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pipeline planning.
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Major version 0.01 work already completed:
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- [x] Created GitHub repository `pacificao/AgrarianGameBuild`.
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- [x] Imported the Unreal project into Git with Git LFS.
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- [x] Added Unreal-safe `.gitignore` and `.gitattributes`.
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- [x] Added Windows build and cleanup helper scripts.
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- [x] Removed stale `VisualStudioTools` plugin reference.
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- [x] Confirmed Windows build succeeds through `Scripts/BuildEditor-Windows.bat`.
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- [x] Added replicated survival, inventory, interaction, crafting, building, persistence, admin/dev command, wildlife, time, and weather foundations.
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- [x] Added item definition and recipe data asset classes.
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- [x] Created first gameplay item and recipe assets.
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- [x] Created first resource, campfire, primitive shelter, wildlife, foliage, stone, and freshwater Blueprints.
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- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
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- [x] Added Codex headless Windows build and Unreal Python automation lanes.
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- [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
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- [x] Added `IA_Interact`, bound it to keyboard/gamepad, and assigned it to the character Blueprint.
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- [x] Added smoke/automation coverage for gathering, crafting, placement, persistence, wildlife harvest, foliage, resources, and freshwater placement.
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- [x] Selected Ground Zero MVP terrain tile and added the first tile registry schema.
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- [x] Prototyped and imported real elevation data for the Ground Zero tile.
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- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
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- [x] Set the packaged investor demo default map to Ground Zero.
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- [x] Added Agrarian Studio splash, startup movie, demo notice, motto, version, and copyright language.
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- [x] Built and smoke-tested a Windows Development packaged demo.
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Remaining version 0.01 cleanup before moving deeper into new gameplay:
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- [ ] Decide whether to keep current Unreal template variants or remove unused starter variants.
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- [ ] Create protected `main` branch.
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- [?] Decide whether to create/use a long-lived `dev` branch.
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- [~] Finish branch naming and commit message conventions.
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- [ ] Define backup expectations for NAS and repository.
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- [ ] Create repeatable dedicated server build instructions.
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- [~] Finish required plugin documentation.
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- [ ] Confirm the project opens cleanly from a fresh checkout, not just the current working share.
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- [ ] Organize `Content/Agrarian/` folders and move starter/prototype assets into clearly named locations.
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- [ ] Define MVP day/night length, survival pressure target, success loop, failure conditions, and closed-test readiness criteria.
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# Phase 0 - Project Foundation And Guardrails
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Goal: Prepare the project so all future development is controlled, recoverable, documented, and aligned with the long-term vision.
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@@ -282,92 +342,6 @@ redownloaded when a player returns to a region.
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- [x] Build an MVP tile registry table for the Ground Zero tile and immediate neighbors.
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- [ ] Keep World Partition compatibility as a hard requirement for all terrain decisions.
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---
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# Version .01 / 0.01 - Foundation Baseline
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Status: in progress.
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Purpose: establish the project in GitHub, prove Windows builds from a clean checkout, and create the first C++ gameplay foundation for survival, inventory, crafting, building, persistence, admin testing, wildlife, and early terrain pipeline planning.
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Completed in version .01:
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- [x] Created GitHub repository `pacificao/AgrarianGameBuild`.
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- [x] Imported the Unreal project into Git with Git LFS.
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- [x] Added Unreal-safe `.gitignore` and `.gitattributes`.
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- [x] Added Windows build and cleanup helper scripts.
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- [x] Removed stale `VisualStudioTools` plugin reference.
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- [x] Confirmed Windows build succeeds through `Scripts/BuildEditor-Windows.bat`.
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- [x] Added replicated survival component.
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- [x] Added replicated inventory component.
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- [x] Added interaction interface and server-authoritative interaction path.
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- [x] Added resource node actor.
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- [x] Added campfire actor.
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- [x] Added primitive shelter actor.
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- [x] Added world time/weather game state.
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- [x] Added crafting component.
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- [x] Added item definition and recipe data asset classes.
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- [x] Added building placement component.
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- [x] Added save game structures and persistence subsystem scaffold.
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- [x] Added persistent actor component and placed actor save/restore foundation.
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- [x] Added admin/dev console commands.
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- [x] Added replicated wildlife base actor.
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- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
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- [x] Added a Codex headless Windows build lane through `/home/nathan/bin/agrarian-build-editor`.
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- [x] Added a project-local Unreal Python execution wrapper for headless editor asset updates.
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- [x] Installed VS 2022 Build Tools MSVC `14.44.35207` for Unreal 5.7 compatibility.
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- [x] Fixed `AAgrarianDebugHUD` compile issue caused by `const` HUD helper methods calling non-const `AHUD::DrawText`.
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- [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
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- [x] Created `IA_Interact` input action.
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- [x] Bound `IA_Interact` to `E` and `Gamepad_FaceButton_Left`.
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- [x] Assigned `IA_Interact` to the character Blueprint's `InteractAction`.
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- [x] Created item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
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- [x] Created recipe data assets for campfire, primitive shelter, basic tool, and bandage.
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- [x] Created item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
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- [x] Created Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
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- [x] Placed and verified wood resource, campfire, primitive shelter, and rabbit wildlife Blueprints in the test map.
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- [x] Added command-mode smoke verification for wildlife damage/death/harvest loop.
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- [x] Added automation coverage for live GameInstance persistence save/restore through `UAgrarianPersistenceSubsystem`.
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- [x] Selected Ground Zero MVP terrain tile and added first tile registry schema.
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- [x] Prototyped real elevation import for the Ground Zero tile using USGS EPQS samples.
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- [x] Acquired and extracted final USGS 3DEP 1-meter DEM source for the Ground Zero tile.
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- [x] Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
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- [x] Imported the Ground Zero R16 heightmap into `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
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- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
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- [x] Set the packaged investor demo default map to Ground Zero.
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- [x] Added first Agrarian Studio splash screen and investor demo legal notices.
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- [x] Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
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- [x] Added startup movie and in-game beta demo notice with motto, version, and copyright language.
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Open version .01 tasks:
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- [x] Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
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- [x] Create `IA_Interact` input action.
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- [x] Bind `IA_Interact` to `E` and a gamepad button.
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- [x] Assign `IA_Interact` to the character Blueprint's `InteractAction`.
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- [x] Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
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- [x] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
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- [x] Create item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
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- [x] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
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- [x] Place resource nodes, campfire, shelter, and wildlife in the test map.
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- [x] Added command-mode smoke verification for gather -> inventory -> craft -> place shelter -> save/load data loop.
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- [x] Added fiber gathering and primitive shelter part recipes so shelter ingredients are naturally obtainable.
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- [~] Add a simple HUD/debug display for survival and inventory.
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- [x] Test gather -> inventory -> craft -> place shelter -> save/load loop.
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- [x] Make primitive shelter ingredients naturally obtainable in normal play instead of smoke-test seeded.
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- [x] Add a PIE/server persistence test that exercises `UAgrarianPersistenceSubsystem` with a live GameInstance.
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- [x] Test wildlife damage/death/harvest loop.
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- [ ] Decide whether to keep the current template variants or remove unused starter variants.
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- [x] Choose Ground Zero 1 km MVP tile.
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- [x] Build first tile metadata/registry prototype for Ground Zero.
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- [x] Prove automated import of real terrain data into the MVP tile.
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- [x] Define acceptable real terrain accuracy and final DEM/lidar source requirements for the MVP tile.
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- [x] Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
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- [x] Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
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- [x] Import the Ground Zero R16 heightmap into an Unreal terrain test map.
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- [x] Package a Windows Development investor demo that starts on the Ground Zero map.
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- [x] Add investor-facing startup sequence and beta/demo notice language.
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# Phase 1 - Foundational Survival MVP
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Goal: Build a small playable multiplayer prototype that proves survival, weather, inventory, gathering, crafting, shelter, and basic persistence can work together.
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@@ -1279,7 +1253,23 @@ These tracks run across all phases and must not be left as afterthoughts.
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- [x] Define investor-demo build trigger at version milestone completion.
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- [x] Add smoke-test command for build artifacts.
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## L. Community And Marketing
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## L. Storefront Development Distribution
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- [ ] Decide Steam development launch timing.
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- [ ] Decide Epic Games Store development launch timing.
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- [ ] Create Steamworks partner setup checklist.
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- [ ] Create Epic Developer Portal setup checklist.
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- [ ] Define internal, investor, closed tester, and public playtest build channels.
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- [ ] Decide whether early development versions use Steam Playtest, Epic private artifacts, direct installer delivery, or a combination.
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- [ ] Define store build upload/package process.
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- [ ] Define store branch naming: internal, investor-demo, closed-alpha, public-demo, release-candidate.
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- [ ] Define build metadata requirements for store uploads: version, changelog, commit, map, server compatibility, and known issues.
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- [ ] Define entitlement/account linking requirements before external tester distribution.
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- [ ] Add legal/storefront checklist: company name, tax/payment setup, privacy policy, EULA, content rating, screenshots, trailer, capsule art, and support email.
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- [ ] Decide when agrariangame.com links to Steam/Epic pages.
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- [ ] Add release checklist for pushing a development build to Steam or Epic.
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## M. Community And Marketing
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- [ ] Keep agrariangame.com updated.
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- [ ] Publish development updates.
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@@ -1399,37 +1389,32 @@ The first playable MVP is not complete until:
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# Near-Term Next Actions
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- [x] Mount or create reliable local access path to the NAS `shared_drive` project.
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- [x] Decide whether to create a Git repository for the Unreal project.
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- [x] Inspect `Source/` and current Unreal project structure.
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- [x] Confirm Unreal Engine version.
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- [ ] Confirm whether existing project opens cleanly.
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- [x] Confirm whether it compiles cleanly.
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- [x] Create Phase 0 task board from this roadmap.
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- [x] Start with base character, interaction, stats, inventory, and test map.
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- [x] Set up Ubuntu-Codex source-control lane.
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- [x] Set up Windows-Builder headless Unreal build lane.
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- [x] Fix current C++ compile break and verify `AgrarianGameEditor` build.
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Use this list to restart from the top of the roadmap before continuing into
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newer gameplay and weather work.
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Next version .01 priorities:
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Current version: `0.01 Foundation Baseline`
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- [x] Confirm latest C++ build succeeds on Windows-Builder.
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- [ ] Open the project in Unreal Editor from the shared project path.
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- [ ] Create `IA_Interact` and bind it to `E` plus a gamepad button.
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- [ ] Assign `IA_Interact` to the Agrarian character Blueprint.
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- [x] Create the first editor assets needed for the playable loop.
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- [x] Place and test the wood resource node.
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- [x] Place and test the campfire.
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- [x] Place and test the primitive shelter.
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- [x] Place and test the rabbit wildlife Blueprint.
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- [~] Add simple survival/inventory HUD feedback.
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- [x] Run the first full gather -> craft -> place -> save -> load smoke test.
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- [x] Test wildlife damage/death/harvest loop.
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- [x] Make all primitive shelter ingredients obtainable through normal play.
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- [x] Choose Ground Zero 1 km MVP tile.
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- [x] Define first tile registry schema.
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- [x] Prototype real terrain import for the selected MVP tile.
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Earliest incomplete foundation items:
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- [ ] Create protected `main` branch.
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- [?] Decide whether to create/use a long-lived `dev` branch.
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- [~] Finish branch naming conventions.
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- [~] Finish commit message conventions.
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- [ ] Define backup expectations for NAS and repository.
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- [ ] Create repeatable dedicated server build instructions.
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- [~] Finish required plugin documentation.
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- [ ] Confirm project opens cleanly from a fresh checkout.
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- [ ] Create the core design document.
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- [ ] Create the technical design document.
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- [ ] Create the multiplayer/networking design document.
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- [ ] Create the persistence design document.
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- [ ] Create the Earth-scale terrain/tile streaming design document.
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- [ ] Create economy and AGR design document.
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- [ ] Create art direction, UX/HUD direction, coding standards, Blueprint standards, and asset/folder naming standards.
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- [ ] Organize `Content/Agrarian/` root folder and move starter/prototype assets into clear prototype folders.
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- [ ] Define what qualifies as the 6-month MVP and what is explicitly excluded.
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- [ ] Define MVP day/night length, survival pressure target, success loop, failure conditions, first playable internal milestone, and closed-test readiness criteria.
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Immediate next item:
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- [ ] Add weather exposure zones if needed.
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- [ ] Create protected `main` branch.
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