Reorder roadmap around foundation milestones

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2026-05-14 08:18:29 -07:00
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@@ -118,6 +118,66 @@ Use these markers as the project progresses:
--- ---
# Milestone Flow And Current Focus
Roadmap order is now:
1. Current milestone status and decision log.
2. Phase 0 foundation and guardrails.
3. Phase 1 foundational survival MVP.
4. Later gameplay, civilization, technical, release, and community tracks.
5. Calendar, MVP definition of done, and earliest next actions.
Phase subsection numbers such as `0.1`, `0.2`, and `0.7` are workstream
sections, not release versions. Release versions are tracked separately as
milestones such as `0.01`, `0.1`, `0.6`, and `1.0`.
## Active Milestone - Version 0.01 Foundation Baseline
Status: in progress.
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.
Major version 0.01 work already completed:
- [x] Created GitHub repository `pacificao/AgrarianGameBuild`.
- [x] Imported the Unreal project into Git with Git LFS.
- [x] Added Unreal-safe `.gitignore` and `.gitattributes`.
- [x] Added Windows build and cleanup helper scripts.
- [x] Removed stale `VisualStudioTools` plugin reference.
- [x] Confirmed Windows build succeeds through `Scripts/BuildEditor-Windows.bat`.
- [x] Added replicated survival, inventory, interaction, crafting, building, persistence, admin/dev command, wildlife, time, and weather foundations.
- [x] Added item definition and recipe data asset classes.
- [x] Created first gameplay item and recipe assets.
- [x] Created first resource, campfire, primitive shelter, wildlife, foliage, stone, and freshwater Blueprints.
- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
- [x] Added Codex headless Windows build and Unreal Python automation lanes.
- [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
- [x] Added `IA_Interact`, bound it to keyboard/gamepad, and assigned it to the character Blueprint.
- [x] Added smoke/automation coverage for gathering, crafting, placement, persistence, wildlife harvest, foliage, resources, and freshwater placement.
- [x] Selected Ground Zero MVP terrain tile and added the first tile registry schema.
- [x] Prototyped and imported real elevation data for the Ground Zero tile.
- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
- [x] Set the packaged investor demo default map to Ground Zero.
- [x] Added Agrarian Studio splash, startup movie, demo notice, motto, version, and copyright language.
- [x] Built and smoke-tested a Windows Development packaged demo.
Remaining version 0.01 cleanup before moving deeper into new gameplay:
- [ ] Decide whether to keep current Unreal template variants or remove unused starter variants.
- [ ] Create protected `main` branch.
- [?] Decide whether to create/use a long-lived `dev` branch.
- [~] Finish branch naming and commit message conventions.
- [ ] Define backup expectations for NAS and repository.
- [ ] Create repeatable dedicated server build instructions.
- [~] Finish required plugin documentation.
- [ ] Confirm the project opens cleanly from a fresh checkout, not just the current working share.
- [ ] Organize `Content/Agrarian/` folders and move starter/prototype assets into clearly named locations.
- [ ] Define MVP day/night length, survival pressure target, success loop, failure conditions, and closed-test readiness criteria.
# Phase 0 - Project Foundation And Guardrails # Phase 0 - Project Foundation And Guardrails
Goal: Prepare the project so all future development is controlled, recoverable, documented, and aligned with the long-term vision. Goal: Prepare the project so all future development is controlled, recoverable, documented, and aligned with the long-term vision.
@@ -282,92 +342,6 @@ redownloaded when a player returns to a region.
- [x] Build an MVP tile registry table for the Ground Zero tile and immediate neighbors. - [x] Build an MVP tile registry table for the Ground Zero tile and immediate neighbors.
- [ ] Keep World Partition compatibility as a hard requirement for all terrain decisions. - [ ] Keep World Partition compatibility as a hard requirement for all terrain decisions.
---
# Version .01 / 0.01 - Foundation Baseline
Status: in progress.
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.
Completed in version .01:
- [x] Created GitHub repository `pacificao/AgrarianGameBuild`.
- [x] Imported the Unreal project into Git with Git LFS.
- [x] Added Unreal-safe `.gitignore` and `.gitattributes`.
- [x] Added Windows build and cleanup helper scripts.
- [x] Removed stale `VisualStudioTools` plugin reference.
- [x] Confirmed Windows build succeeds through `Scripts/BuildEditor-Windows.bat`.
- [x] Added replicated survival component.
- [x] Added replicated inventory component.
- [x] Added interaction interface and server-authoritative interaction path.
- [x] Added resource node actor.
- [x] Added campfire actor.
- [x] Added primitive shelter actor.
- [x] Added world time/weather game state.
- [x] Added crafting component.
- [x] Added item definition and recipe data asset classes.
- [x] Added building placement component.
- [x] Added save game structures and persistence subsystem scaffold.
- [x] Added persistent actor component and placed actor save/restore foundation.
- [x] Added admin/dev console commands.
- [x] Added replicated wildlife base actor.
- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
- [x] Added a Codex headless Windows build lane through `/home/nathan/bin/agrarian-build-editor`.
- [x] Added a project-local Unreal Python execution wrapper for headless editor asset updates.
- [x] Installed VS 2022 Build Tools MSVC `14.44.35207` for Unreal 5.7 compatibility.
- [x] Fixed `AAgrarianDebugHUD` compile issue caused by `const` HUD helper methods calling non-const `AHUD::DrawText`.
- [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
- [x] Created `IA_Interact` input action.
- [x] Bound `IA_Interact` to `E` and `Gamepad_FaceButton_Left`.
- [x] Assigned `IA_Interact` to the character Blueprint's `InteractAction`.
- [x] Created item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [x] Created recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [x] Created item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- [x] Created Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [x] Placed and verified wood resource, campfire, primitive shelter, and rabbit wildlife Blueprints in the test map.
- [x] Added command-mode smoke verification for wildlife damage/death/harvest loop.
- [x] Added automation coverage for live GameInstance persistence save/restore through `UAgrarianPersistenceSubsystem`.
- [x] Selected Ground Zero MVP terrain tile and added first tile registry schema.
- [x] Prototyped real elevation import for the Ground Zero tile using USGS EPQS samples.
- [x] Acquired and extracted final USGS 3DEP 1-meter DEM source for the Ground Zero tile.
- [x] Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
- [x] Imported the Ground Zero R16 heightmap into `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
- [x] Set the packaged investor demo default map to Ground Zero.
- [x] Added first Agrarian Studio splash screen and investor demo legal notices.
- [x] Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
- [x] Added startup movie and in-game beta demo notice with motto, version, and copyright language.
Open version .01 tasks:
- [x] Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
- [x] Create `IA_Interact` input action.
- [x] Bind `IA_Interact` to `E` and a gamepad button.
- [x] Assign `IA_Interact` to the character Blueprint's `InteractAction`.
- [x] Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [x] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [x] Create item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- [x] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [x] Place resource nodes, campfire, shelter, and wildlife in the test map.
- [x] Added command-mode smoke verification for gather -> inventory -> craft -> place shelter -> save/load data loop.
- [x] Added fiber gathering and primitive shelter part recipes so shelter ingredients are naturally obtainable.
- [~] Add a simple HUD/debug display for survival and inventory.
- [x] Test gather -> inventory -> craft -> place shelter -> save/load loop.
- [x] Make primitive shelter ingredients naturally obtainable in normal play instead of smoke-test seeded.
- [x] Add a PIE/server persistence test that exercises `UAgrarianPersistenceSubsystem` with a live GameInstance.
- [x] Test wildlife damage/death/harvest loop.
- [ ] Decide whether to keep the current template variants or remove unused starter variants.
- [x] Choose Ground Zero 1 km MVP tile.
- [x] Build first tile metadata/registry prototype for Ground Zero.
- [x] Prove automated import of real terrain data into the MVP tile.
- [x] Define acceptable real terrain accuracy and final DEM/lidar source requirements for the MVP tile.
- [x] Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
- [x] Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
- [x] Import the Ground Zero R16 heightmap into an Unreal terrain test map.
- [x] Package a Windows Development investor demo that starts on the Ground Zero map.
- [x] Add investor-facing startup sequence and beta/demo notice language.
# Phase 1 - Foundational Survival MVP # Phase 1 - Foundational Survival MVP
Goal: Build a small playable multiplayer prototype that proves survival, weather, inventory, gathering, crafting, shelter, and basic persistence can work together. Goal: Build a small playable multiplayer prototype that proves survival, weather, inventory, gathering, crafting, shelter, and basic persistence can work together.
@@ -1279,7 +1253,23 @@ These tracks run across all phases and must not be left as afterthoughts.
- [x] Define investor-demo build trigger at version milestone completion. - [x] Define investor-demo build trigger at version milestone completion.
- [x] Add smoke-test command for build artifacts. - [x] Add smoke-test command for build artifacts.
## L. Community And Marketing ## L. Storefront Development Distribution
- [ ] Decide Steam development launch timing.
- [ ] Decide Epic Games Store development launch timing.
- [ ] Create Steamworks partner setup checklist.
- [ ] Create Epic Developer Portal setup checklist.
- [ ] Define internal, investor, closed tester, and public playtest build channels.
- [ ] Decide whether early development versions use Steam Playtest, Epic private artifacts, direct installer delivery, or a combination.
- [ ] Define store build upload/package process.
- [ ] Define store branch naming: internal, investor-demo, closed-alpha, public-demo, release-candidate.
- [ ] Define build metadata requirements for store uploads: version, changelog, commit, map, server compatibility, and known issues.
- [ ] Define entitlement/account linking requirements before external tester distribution.
- [ ] Add legal/storefront checklist: company name, tax/payment setup, privacy policy, EULA, content rating, screenshots, trailer, capsule art, and support email.
- [ ] Decide when agrariangame.com links to Steam/Epic pages.
- [ ] Add release checklist for pushing a development build to Steam or Epic.
## M. Community And Marketing
- [ ] Keep agrariangame.com updated. - [ ] Keep agrariangame.com updated.
- [ ] Publish development updates. - [ ] Publish development updates.
@@ -1399,37 +1389,32 @@ The first playable MVP is not complete until:
# Near-Term Next Actions # Near-Term Next Actions
- [x] Mount or create reliable local access path to the NAS `shared_drive` project. Use this list to restart from the top of the roadmap before continuing into
- [x] Decide whether to create a Git repository for the Unreal project. newer gameplay and weather work.
- [x] Inspect `Source/` and current Unreal project structure.
- [x] Confirm Unreal Engine version.
- [ ] Confirm whether existing project opens cleanly.
- [x] Confirm whether it compiles cleanly.
- [x] Create Phase 0 task board from this roadmap.
- [x] Start with base character, interaction, stats, inventory, and test map.
- [x] Set up Ubuntu-Codex source-control lane.
- [x] Set up Windows-Builder headless Unreal build lane.
- [x] Fix current C++ compile break and verify `AgrarianGameEditor` build.
Next version .01 priorities: Current version: `0.01 Foundation Baseline`
- [x] Confirm latest C++ build succeeds on Windows-Builder. Earliest incomplete foundation items:
- [ ] Open the project in Unreal Editor from the shared project path.
- [ ] Create `IA_Interact` and bind it to `E` plus a gamepad button. - [ ] Create protected `main` branch.
- [ ] Assign `IA_Interact` to the Agrarian character Blueprint. - [?] Decide whether to create/use a long-lived `dev` branch.
- [x] Create the first editor assets needed for the playable loop. - [~] Finish branch naming conventions.
- [x] Place and test the wood resource node. - [~] Finish commit message conventions.
- [x] Place and test the campfire. - [ ] Define backup expectations for NAS and repository.
- [x] Place and test the primitive shelter. - [ ] Create repeatable dedicated server build instructions.
- [x] Place and test the rabbit wildlife Blueprint. - [~] Finish required plugin documentation.
- [~] Add simple survival/inventory HUD feedback. - [ ] Confirm project opens cleanly from a fresh checkout.
- [x] Run the first full gather -> craft -> place -> save -> load smoke test. - [ ] Create the core design document.
- [x] Test wildlife damage/death/harvest loop. - [ ] Create the technical design document.
- [x] Make all primitive shelter ingredients obtainable through normal play. - [ ] Create the multiplayer/networking design document.
- [x] Choose Ground Zero 1 km MVP tile. - [ ] Create the persistence design document.
- [x] Define first tile registry schema. - [ ] Create the Earth-scale terrain/tile streaming design document.
- [x] Prototype real terrain import for the selected MVP tile. - [ ] Create economy and AGR design document.
- [ ] Create art direction, UX/HUD direction, coding standards, Blueprint standards, and asset/folder naming standards.
- [ ] Organize `Content/Agrarian/` root folder and move starter/prototype assets into clear prototype folders.
- [ ] Define what qualifies as the 6-month MVP and what is explicitly excluded.
- [ ] Define MVP day/night length, survival pressure target, success loop, failure conditions, first playable internal milestone, and closed-test readiness criteria.
Immediate next item: Immediate next item:
- [ ] Add weather exposure zones if needed. - [ ] Create protected `main` branch.