Queue Ground Zero assets and biome resource plan

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2026-05-21 22:31:53 +00:00
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commit fd1a8ce477
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@@ -163,7 +163,7 @@ Current reset baseline as of 2026-05-21:
- [x] Generated Unreal folders remain ignored.
- [x] Version 0.1 implementation track is complete through `0.1.S`.
- [ ] Start the next milestone with only `0.2.0 Investor Visual Credibility Baseline`.
- [ ] After `0.2.0` is complete and verified, move to `0.2.A Land And Claiming`.
- [ ] After `0.2.0` is complete and verified, move to `0.2.A Tile Biome And Natural Resource Foundation`.
- [ ] After `0.2.A` is complete and verified, choose the next milestone deliberately rather than letting the roadmap sprawl drive work out of order.
Coding rule for the next phase:
@@ -949,6 +949,7 @@ Required order:
- [x] Replace or upgrade the terrain material first so Ground Zero no longer reads as flat tan placeholder ground. Rebuilt `M_AGR_GZ_Terrain_CoastalScrub` as a procedural coastal scrub material that blends dry soil, scrub green, and sandy path color families with broad and fine noise, documented the visual baseline, and extended the natural-environment verifier so flat constant-color terrain fails.
- [x] Replace or upgrade grasses, shrubs, and trees with believable coastal-scrub vegetation assets, density, color variation, scale variation, and LOD/performance limits. Added native generated coastal oak, coyote brush, and dry grass clump mesh assets under `/Game/Agrarian/Environment/Vegetation`, switched the Ground Zero foliage patch off engine basic shapes, rebuilt foliage materials with per-instance color variation, preserved investor-facing density and scale variation, added explicit HISM cull/shadow performance limits, and extended verifiers so basic-shape vegetation or missing cull limits fail.
- [x] Add the Asset acquisition and ingest pipeline before pulling more visuals: created approved staging folders, added `Docs/Art/AssetLicenses.md`, documented the pipeline in `Docs/Art/AgrarianAssetPipeline.md`, added `Scripts/verify_asset_pipeline_policy.py`, defaulted to Fab/free, Quixel, CC0/public-domain, team-created, or Nathan-supplied assets only, rejected random scraped internet assets, and prioritized trees, shrubs, grass, water, rocks, character bodies/outfits, and old abandoned equipment being reclaimed by nature.
- [x] Add the Ground Zero asset acquisition queue for the investor visual pass: documented free-only Fab candidates for shrubs, Mediterranean/coastal plants, grass, rocks/water-support props, and rural/reclaimed set dressing in `Docs/Art/GroundZeroAssetAcquisitionQueue.md`; added `Scripts/verify_ground_zero_asset_queue.py`; tied every candidate to the license register and staging workflow.
- [ ] Replace or upgrade freshwater visuals with readable water surface, edge treatment, bank dressing, reflection/roughness tuning, and collectability cues.
- [ ] Replace or upgrade character bodies and clothing so selected characters read as realistic near-future post-collapse frontier people rather than template mannequins or proxy stacks.
- [ ] Replace or upgrade resource objects so wood, stone, fiber, edible plants, pickups, and gathered items look like world objects rather than debug primitives.
@@ -957,9 +958,23 @@ Required order:
- [ ] Replace or upgrade wildlife visuals so the first animal prototype reads as a living creature with appropriate silhouette, scale, material, and animation target.
- [ ] Verify the non-ray-traced default still looks credible; ray tracing remains optional/cinematic only.
- [ ] Capture fresh investor screenshots after the pass: startup/credits, character selection, first spawn, terrain, vegetation, water, campfire, shelter, pause/save flow, and one gameplay interaction.
- [ ] Do not start `0.2.A Land And Claiming` until this visual baseline is good enough to show without explaining that the world is still placeholder-heavy.
- [ ] Do not start `0.2.A Tile Biome And Natural Resource Foundation` until this visual baseline is good enough to show without explaining that the world is still placeholder-heavy.
## 0.2.A Land And Claiming
## 0.2.A Tile Biome And Natural Resource Foundation
- [x] Document the automatic biome selection and natural resource lifecycle direction in `Docs/World/BiomeAndNaturalResourceGenerationPlan.md`.
- [ ] Define tile biome profile schema with weighted biome blends derived from real-world signals.
- [ ] Add Ground Zero biome profile metadata.
- [ ] Register biome asset sets for terrain, trees, shrubs, grasses, rocks, water, wildlife, and reclaimed human-made props.
- [ ] Connect biome weights to procedural asset selection and placement density.
- [ ] Add persistent removable natural resource records for trees and shrubs first.
- [ ] Ensure removed trees and shrubs stay removed across save/load and server restart.
- [ ] Add stump/deadwood/disturbed-ground aftermath states.
- [ ] Add slow natural reseeding/regrowth rules based on realistic in-game time.
- [ ] Extend persistent resource records to rocks, edible plants, fiber, puddles, lakes, and reclaimed props.
- [ ] Add verifier coverage for biome profile loading, asset-set lookup, removal persistence, and regrowth timing.
## 0.2.B Land And Claiming
- [ ] Design land claim philosophy.
- [ ] Define claim size limits.
@@ -972,7 +987,7 @@ Required order:
- [ ] Add claim conflict rules.
- [ ] Add abandoned claim decay rules.
## 0.2.B Farming
## 0.2.C Farming
- [ ] Design soil model.
- [ ] Add basic soil quality.