# Agrarian Development Roadmap This roadmap converts the Agrarian master vision into a practical, trackable development plan. It is intentionally broad and granular so the project can grow from a small playable Unreal prototype into a long-term persistent civilization platform without losing the original direction. ## Project North Star Agrarian is a persistent generational civilization simulator where players rebuild humanity through survival, stewardship, family, labor, trade, governance, and technological progress. The guiding question is: > What survives after you are gone? Core commitments: - [ ] Civilization is built, not spawned. - [ ] Legacy matters more than levels. - [ ] History is never erased. - [ ] The frontier always exists somewhere. - [ ] Knowledge is the true progression system. - [ ] AGR has both in-game and real-world community value. - [ ] No pay-to-win mechanics. - [ ] No seasonal wipes. - [ ] No loot boxes. - [ ] No fragmented DLC model. - [ ] Build the smallest strong survival foundation first. - [ ] Keep every system compatible with long-term persistence and generations. ## Current Known Project Location NAS project path: ```text //linastorage.local/shared_drive/Unreal Game Projects/agrarian_game/AgrarianGame ``` Important project root files/folders: - [ ] `AgrarianGame.uproject` - [ ] `AgrarianGame.sln` - [ ] `Source/` - [ ] `Content/` - [ ] `Config/` - [ ] `Saved/` - [ ] `Intermediate/` - [ ] `Binaries/` - [ ] `DerivedDataCache/` ## Roadmap Status Legend Use these markers as the project progresses: - `[ ]` Not started - `[~]` In progress - `[x]` Complete - `[!]` Blocked or needs decision - `[?]` Needs design decision --- # 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. ## 0.1 Repository And Source Control - [ ] Decide where the Unreal project repository will live. - [ ] Create or confirm GitHub repository for the Unreal project. - [ ] Decide whether large assets use Git LFS. - [ ] Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git. - [ ] Create `.gitignore` for Unreal Engine. - [ ] Ensure `Binaries/`, `Intermediate/`, `Saved/`, and `DerivedDataCache/` are excluded unless intentionally needed. - [ ] Commit clean baseline project. - [ ] Create protected `main` branch. - [ ] Create `dev` branch if we want staging before main. - [ ] Define branch naming conventions. - [ ] Define commit message conventions. - [ ] Define backup expectations for NAS and repo. - [ ] Confirm this roadmap file is committed or otherwise backed up. ## 0.2 Engine And Tooling Decisions - [ ] Confirm Unreal Engine version. - [ ] Decide Blueprint-first, C++-first, or hybrid approach. - [ ] Decide whether Gameplay Ability System is needed now or later. - [ ] Decide networking model for MVP. - [ ] Decide dedicated server target platform. - [ ] Decide local development platforms. - [ ] Decide build machine strategy. - [ ] Create repeatable local build instructions. - [ ] Create repeatable packaged build instructions. - [ ] Create repeatable dedicated server build instructions. - [ ] Document required plugins. - [ ] Disable unneeded plugins. - [ ] Confirm project compiles from a clean checkout. - [ ] Confirm project opens from a clean checkout. ## 0.3 Design Documentation - [ ] Create game design document. - [ ] Create technical design document. - [ ] Create multiplayer/networking design document. - [ ] Create persistence design document. - [ ] Create economy and AGR design document. - [ ] Create art direction document. - [ ] Create UX/HUD direction document. - [ ] Create content naming conventions. - [ ] Create folder conventions for Unreal assets. - [ ] Create coding standards. - [ ] Create Blueprint standards if using Blueprints. - [ ] Create data asset standards. - [ ] Create save/persistence standards. ## 0.4 Project Structure - [ ] Organize `Content/Agrarian/` root folder. - [ ] Create folders for Characters. - [ ] Create folders for Environment. - [ ] Create folders for Items. - [ ] Create folders for UI. - [ ] Create folders for Systems. - [ ] Create folders for Maps. - [ ] Create folders for Materials. - [ ] Create folders for Audio. - [ ] Create folders for DataAssets. - [ ] Create folders for Prototypes. - [ ] Create folders for Developer-only test assets. - [ ] Create naming convention for assets. - [ ] Move any starter content into clear prototype folders. ## 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. - [ ] Define target map size for MVP. - [ ] Define MVP biome. - [ ] Define MVP day/night length. - [ ] Define survival pressure target. - [ ] Define basic success loop. - [ ] Define failure conditions. - [ ] Define first playable internal milestone. - [ ] Define closed test readiness criteria. --- # 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. Target deliverable: A small group can join a server, spawn into one biome, gather resources, survive weather, craft primitive tools, build simple shelter, manage hunger/thirst/injury, and return later to find basic world state preserved. ## 1.1 Core Player Foundation - [ ] Create base player character class. - [ ] Create player controller. - [ ] Create camera setup. - [ ] Decide first-person, third-person, or hybrid camera. - [ ] Implement movement. - [ ] Implement sprinting. - [ ] Implement crouching if needed. - [ ] Implement jumping if needed. - [ ] Implement interaction trace. - [ ] Implement interact prompt. - [ ] Implement basic animation blueprint. - [ ] Implement placeholder character mesh. - [ ] Add replication for player movement and core state. - [ ] Add developer debug overlay for player status. ## 1.2 Character Stats - [ ] Create stat component. - [ ] Add health. - [ ] Add stamina. - [ ] Add hunger. - [ ] Add thirst. - [ ] Add body temperature. - [ ] Add exhaustion. - [ ] Add injury state. - [ ] Add infection or sickness placeholder. - [ ] Add stat regeneration rules. - [ ] Add stat decay rules. - [ ] Add stat replication. - [ ] Add stat save/load support. - [ ] Add debug commands for modifying stats. - [ ] Add HUD display for critical stats. ## 1.3 Time, Weather, And Environment Pressure - [ ] Create world time system. - [ ] Add day/night cycle. - [ ] Add configurable time scale. - [ ] Add temperature curve by time of day. - [ ] Add simple weather states. - [ ] Add clear weather. - [ ] Add rain. - [ ] Add cold/wind state. - [ ] Add storm placeholder. - [ ] Add weather transition rules. - [ ] Add weather replication. - [ ] Add weather save/load support. - [ ] Connect weather to body temperature. - [ ] Connect shelter to weather protection. - [ ] Add first-pass sky and lighting. - [ ] Add audio cues for weather. ## 1.4 Single Biome MVP Map - [ ] Choose MVP biome. - [ ] Create playable test map. - [ ] Add terrain base. - [ ] Add foliage pass. - [ ] Add resource nodes. - [ ] Add water source. - [ ] Add weather exposure zones if needed. - [ ] Add landmark or ruin placeholder. - [ ] Add spawn area. - [ ] Add performance profiling markers. - [ ] Add navigation support for wildlife. - [ ] Add map boundaries or soft limits. - [ ] Add developer travel command. ## 1.5 Inventory System - [ ] Design inventory data model. - [ ] Create item definition data asset. - [ ] Create item stack structure. - [ ] Create inventory component. - [ ] Add item pickup. - [ ] Add item drop. - [ ] Add stack splitting. - [ ] Add item use. - [ ] Add equipment slots if needed. - [ ] Add weight or carry capacity placeholder. - [ ] Add inventory UI. - [ ] Add replication for inventory changes. - [ ] Add persistence for inventory. - [ ] Add debug item spawn command. ## 1.6 Gathering And Resources - [ ] Create resource node base class. - [ ] Add wood resource. - [ ] Add stone resource. - [ ] Add fiber resource. - [ ] Add edible plant resource. - [ ] Add water gathering interaction. - [ ] Add resource depletion. - [ ] Add respawn rules for MVP. - [ ] Add tool requirement rules. - [ ] Add bare-hand gathering fallback. - [ ] Add resource node persistence. - [ ] Add replicated gathering feedback. ## 1.7 Primitive Crafting - [ ] Design recipe data model. - [ ] Create recipe data assets. - [ ] Implement recipe validation. - [ ] Implement crafting queue or instant crafting. - [ ] Add primitive tool recipe. - [ ] Add campfire recipe. - [ ] Add shelter recipe. - [ ] Add simple container recipe. - [ ] Add bandage or basic treatment recipe. - [ ] Add crafting UI. - [ ] Add multiplayer authority checks. - [ ] Add crafting debug tools. ## 1.8 Fire System - [ ] Create fire actor. - [ ] Add fuel amount. - [ ] Add ignition interaction. - [ ] Add extinguish logic. - [ ] Add warmth radius. - [ ] Add light source. - [ ] Add cooking placeholder if needed. - [ ] Add smoke/visual effect placeholder. - [ ] Add replication. - [ ] Add persistence. - [ ] Connect fire to body temperature. - [ ] Connect rain/weather to fire behavior. ## 1.9 Shelter Building - [ ] Decide MVP building style. - [ ] Create build placement mode. - [ ] Add ghost preview. - [ ] Add placement validation. - [ ] Add basic shelter piece. - [ ] Add wall piece if needed. - [ ] Add roof piece if needed. - [ ] Add door/opening if needed. - [ ] Add resource cost validation. - [ ] Add construction interaction. - [ ] Add shelter protection volume. - [ ] Add shelter persistence. - [ ] Add shelter replication. - [ ] Add deconstruction or damage placeholder. ## 1.10 Injury And Basic Survival Consequences - [ ] Add generic injury state. - [ ] Add bleeding placeholder. - [ ] Add sprain or movement penalty placeholder. - [ ] Add cold exposure damage. - [ ] Add starvation damage. - [ ] Add dehydration damage. - [ ] Add treatment item. - [ ] Add death state. - [ ] Add respawn rules for MVP. - [ ] Add corpse/backpack placeholder if needed. - [ ] Add replicated death feedback. ## 1.11 Wildlife Prototype - [ ] Choose MVP wildlife species. - [ ] Create wildlife base pawn. - [ ] Add simple AI wander. - [ ] Add flee behavior. - [ ] Add aggression behavior if needed. - [ ] Add health. - [ ] Add damage. - [ ] Add harvesting interaction. - [ ] Add meat/hide/bone resources if needed. - [ ] Add spawn manager. - [ ] Add replication. - [ ] Add performance limits. ## 1.12 Basic Multiplayer - [ ] Confirm listen server vs dedicated server for MVP. - [ ] Create dedicated server build target if needed. - [ ] Add server travel flow. - [ ] Add player join flow. - [ ] Add player spawn flow. - [ ] Add replicated player stats. - [ ] Add replicated inventory. - [ ] Add replicated world time. - [ ] Add replicated weather. - [ ] Add replicated resource nodes. - [ ] Add replicated build pieces. - [ ] Add network relevancy rules. - [ ] Add basic latency testing. - [ ] Add disconnect/reconnect handling. ## 1.13 Persistence MVP - [ ] Decide MVP persistence scope. - [ ] Save player identity. - [ ] Save player stats. - [ ] Save player inventory. - [ ] Save placed structures. - [ ] Save resource depletion state if needed. - [ ] Save world time. - [ ] Save weather seed/state. - [ ] Save containers. - [ ] Add server-side save interval. - [ ] Add manual admin save command. - [ ] Add load-on-server-start. - [ ] Add backup-before-save option. - [ ] Add recovery plan for corrupted save. - [ ] Document persistence limitations. ## 1.14 MVP UI And UX - [ ] Add main menu placeholder. - [ ] Add join server screen. - [ ] Add loading screen. - [ ] Add HUD. - [ ] Add inventory UI. - [ ] Add crafting UI. - [ ] Add interaction prompts. - [ ] Add death/respawn UI. - [ ] Add debug/dev menu. - [ ] Add accessibility basics. - [ ] Ensure UI scales on common resolutions. ## 1.15 MVP Audio And Atmosphere - [ ] Add ambient biome audio. - [ ] Add footstep placeholders. - [ ] Add gathering sounds. - [ ] Add fire sounds. - [ ] Add weather sounds. - [ ] Add wildlife sounds. - [ ] Add UI sounds. - [ ] Add mix settings. - [ ] Add volume sliders. ## 1.16 MVP QA Gates - [ ] Can launch packaged client. - [ ] Can launch server. - [ ] Can connect two clients. - [ ] Can gather resources. - [ ] Can craft a fire. - [ ] Can craft a shelter. - [ ] Can survive one full day/night cycle. - [ ] Can die from survival pressure. - [ ] Can reconnect and retain state. - [ ] Can restart server and retain placed shelter. - [ ] No critical log spam during 30-minute test. - [ ] Server remains stable with target test player count. --- # Phase 2 - Persistent Homesteading Goal: Transition from temporary survival into lasting settlement and land stewardship. ## 2.1 Land And Claiming - [ ] Design land claim philosophy. - [ ] Define claim size limits. - [ ] Define claim cost or effort. - [ ] Implement claim marker. - [ ] Implement claim ownership. - [ ] Implement claim permissions. - [ ] Add claim UI. - [ ] Add claim persistence. - [ ] Add claim conflict rules. - [ ] Add abandoned claim decay rules. ## 2.2 Farming - [ ] Design soil model. - [ ] Add basic soil quality. - [ ] Add moisture. - [ ] Add crop data assets. - [ ] Add planting interaction. - [ ] Add growth stages. - [ ] Add watering or rainfall impact. - [ ] Add harvest interaction. - [ ] Add crop yield rules. - [ ] Add crop failure rules. - [ ] Add seed recovery. - [ ] Add crop persistence. ## 2.3 Domestication - [ ] Choose first domestic animal. - [ ] Add taming concept. - [ ] Add feeding. - [ ] Add containment. - [ ] Add animal health. - [ ] Add breeding placeholder. - [ ] Add animal products. - [ ] Add ownership. - [ ] Add persistence. ## 2.4 Storage And Preservation - [ ] Add storage containers. - [ ] Add container permissions. - [ ] Add spoilage timer. - [ ] Add preserved food item. - [ ] Add drying/smoking/salting placeholder. - [ ] Add storage persistence. - [ ] Add storage UI. ## 2.5 Permanent Structures - [ ] Expand building pieces. - [ ] Add foundation. - [ ] Add walls. - [ ] Add roof. - [ ] Add door. - [ ] Add basic furniture. - [ ] Add structure health. - [ ] Add repair. - [ ] Add decay rules. - [ ] Add permissions. - [ ] Add persistence optimizations. ## 2.6 Simple Economy - [ ] Add barter container. - [ ] Add simple trade UI. - [ ] Add ownership transfer. - [ ] Add local price notes if needed. - [ ] Add AGR placeholder integration planning. - [ ] Add transaction logging. --- # Phase 3 - Social Civilization Systems Goal: Let player communities form organically through trade, trust, conflict, law, and local coordination. ## 3.1 Identity And Reputation - [ ] Add player display identity. - [ ] Add household/family name placeholder. - [ ] Add reputation records. - [ ] Add local reputation display. - [ ] Add reputation event logging. - [ ] Add positive reputation events. - [ ] Add negative reputation events. - [ ] Add reputation decay or locality rules. ## 3.2 Trade And Contracts - [ ] Design direct trade flow. - [ ] Add secure trade window. - [ ] Add barter offer records. - [ ] Add basic contract data model. - [ ] Add delivery contract. - [ ] Add labor contract. - [ ] Add rental contract placeholder. - [ ] Add contract completion rules. - [ ] Add dispute placeholder. ## 3.3 Crime And Consequences - [ ] Define theft rules. - [ ] Define trespassing rules. - [ ] Define property damage rules. - [ ] Add crime event logs. - [ ] Add witness/local knowledge concept. - [ ] Add basic lock system. - [ ] Add punishment placeholder. - [ ] Add moderation/admin review tools. ## 3.4 Local Governance - [ ] Add group/settlement entity. - [ ] Add membership. - [ ] Add roles. - [ ] Add permissions. - [ ] Add voting placeholder. - [ ] Add tax placeholder. - [ ] Add shared storage. - [ ] Add settlement notice board. ## 3.5 Migration And Frontier - [ ] Design migration pressure model. - [ ] Add spawn region variation. - [ ] Add new frontier spawn logic. - [ ] Add abandoned settlement discovery. - [ ] Add map hints for settlement density. - [ ] Add travel risk/reward systems. --- # Phase 4 - Generational Gameplay Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emotional heart of Agrarian. ## 4.1 Aging And Lifespan - [ ] Define time scale for aging. - [ ] Add character age. - [ ] Add age categories. - [ ] Add stat changes by age. - [ ] Add skill efficiency changes by age. - [ ] Add mortality rules. - [ ] Add death by old age. - [ ] Add UI for age and legacy. ## 4.2 Family And Relationships - [ ] Add relationship model. - [ ] Add household model. - [ ] Add spouse/partner placeholder. - [ ] Add children system design. - [ ] Add NPC vs player descendant decision. - [ ] Add family tree UI. - [ ] Add family persistence. ## 4.3 Knowledge Inheritance - [ ] Define knowledge categories. - [ ] Add knowledge acquisition. - [ ] Add teaching interaction. - [ ] Add apprenticeship. - [ ] Add inherited knowledge rules. - [ ] Add knowledge loss if lineage collapses. - [ ] Add written records or books. - [ ] Add library/archives concept. ## 4.4 Inheritance - [ ] Add estate model. - [ ] Add property inheritance rules. - [ ] Add item inheritance rules. - [ ] Add claim inheritance. - [ ] Add settlement role inheritance. - [ ] Add will/testament placeholder. - [ ] Add no-heir fallback rules. --- # Phase 5 - Governments And Civilization Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, and territorial control. ## 5.1 Settlements To Cities - [ ] Add settlement progression metrics. - [ ] Add population tracking. - [ ] Add infrastructure tracking. - [ ] Add settlement services. - [ ] Add city designation. - [ ] Add city management UI. ## 5.2 Citizenship And Law - [ ] Add citizenship model. - [ ] Add legal code records. - [ ] Add local laws. - [ ] Add permissions by law. - [ ] Add court/dispute placeholder. - [ ] Add fines or penalties. ## 5.3 Taxation And Public Works - [ ] Add treasury model. - [ ] Add tax rules. - [ ] Add public storage. - [ ] Add road funding. - [ ] Add public building funding. - [ ] Add treasury audit logs. ## 5.4 Diplomacy - [ ] Add settlement relations. - [ ] Add alliances. - [ ] Add trade agreements. - [ ] Add non-aggression pacts. - [ ] Add war declaration. - [ ] Add treaty records. ## 5.5 Warfare - [ ] Define combat scale. - [ ] Add weapon progression. - [ ] Add armor progression. - [ ] Add siege placeholder. - [ ] Add territory conflict rules. - [ ] Add war consequences. - [ ] Add anti-griefing protections. --- # Phase 6 - Dynamic Civilization Cycles Goal: Keep the world alive for future generations through change, decay, scarcity, collapse, and renewal. ## 6.1 Environmental Sustainability - [ ] Add soil exhaustion. - [ ] Add crop rotation benefits. - [ ] Add deforestation tracking. - [ ] Add wildlife population tracking. - [ ] Add water stress. - [ ] Add resource depletion. - [ ] Add environmental recovery. ## 6.2 Disease And Hardship - [ ] Add disease model. - [ ] Add spread rules. - [ ] Add sanitation concept. - [ ] Add medicine progression. - [ ] Add famine conditions. - [ ] Add disaster events. ## 6.3 Infrastructure Decay - [ ] Add road decay. - [ ] Add building decay. - [ ] Add bridge decay. - [ ] Add maintenance actions. - [ ] Add ruin state. - [ ] Add rediscovery value for ruins. ## 6.4 Collapse And Frontier Renewal - [ ] Add settlement instability metrics. - [ ] Add migration waves. - [ ] Add abandoned settlement transformation. - [ ] Add frontier emergence rules. - [ ] Add new player frontier assignment. --- # Phase 7 - Earth-Scale Expansion Goal: Expand from a small test world toward a large, regionally diverse, persistent world. ## 7.1 Terrain And World Partition - [ ] Evaluate Unreal World Partition. - [ ] Define terrain generation pipeline. - [ ] Define hand-authored vs procedural balance. - [ ] Add streaming tests. - [ ] Add biome boundaries. - [ ] Add region metadata. - [ ] Add server scaling plan. ## 7.2 Biome Diversity - [ ] Add forest biome. - [ ] Add plains biome. - [ ] Add mountain biome. - [ ] Add wetland biome. - [ ] Add desert/dryland biome. - [ ] Add cold biome. - [ ] Add biome-specific resources. - [ ] Add biome-specific survival pressure. ## 7.3 Logistics And Transportation - [ ] Add roads. - [ ] Add carts. - [ ] Add pack animals. - [ ] Add boats. - [ ] Add shipping routes. - [ ] Add regional trade value. - [ ] Add distance-based economy pressure. ## 7.4 Continental Economy - [ ] Add regional scarcity. - [ ] Add market hubs. - [ ] Add transport contracts. - [ ] Add tariffs or taxes. - [ ] Add price history. - [ ] Add economic dashboards. --- # Phase 8 - Industrial And Automation Era Goal: Let player civilizations advance into mechanization, energy, automation, and large-scale production. ## 8.1 Industrial Materials - [ ] Add mining progression. - [ ] Add ore processing. - [ ] Add metallurgy. - [ ] Add machine parts. - [ ] Add fuel types. - [ ] Add industrial storage. ## 8.2 Power Systems - [ ] Add mechanical power. - [ ] Add water power. - [ ] Add steam power. - [ ] Add electrical power. - [ ] Add power grid rules. - [ ] Add maintenance/failure. ## 8.3 Production Chains - [ ] Add workshops. - [ ] Add factories. - [ ] Add production queues. - [ ] Add labor requirements. - [ ] Add logistics bottlenecks. - [ ] Add quality tiers. ## 8.4 Automation And Robotics - [ ] Add automation control concept. - [ ] Add basic machine workers. - [ ] Add robotics progression. - [ ] Add AI-assisted labor. - [ ] Add safety/failure risks. --- # Phase 9 - Orbital Foundations Goal: Make space feel earned by centuries of civilization, science, industry, and infrastructure. ## 9.1 Astronomy And Knowledge - [ ] Add astronomy observations. - [ ] Add observatory building. - [ ] Add star charts. - [ ] Add orbital mechanics knowledge. - [ ] Add education requirements. ## 9.2 Launch Infrastructure - [ ] Add advanced materials. - [ ] Add fuel production. - [ ] Add launch site construction. - [ ] Add rocket components. - [ ] Add launch preparation. - [ ] Add launch failure risk. ## 9.3 Orbital Gameplay - [ ] Add orbital object model. - [ ] Add satellites. - [ ] Add communications benefits. - [ ] Add navigation benefits. - [ ] Add orbital maintenance. --- # Phase 10 - Interplanetary Frontier Goal: Expand civilization beyond Earth while keeping Earth emotionally and mechanically central. ## 10.1 Interplanetary Travel - [ ] Add spacecraft design. - [ ] Add fuel logistics. - [ ] Add life support. - [ ] Add navigation. - [ ] Add travel windows. - [ ] Add travel risk. ## 10.2 Colony Logistics - [ ] Add colony founding. - [ ] Add supply chains. - [ ] Add habitat construction. - [ ] Add resource extraction. - [ ] Add communication delay if desired. - [ ] Add political connection to Earth. ## 10.3 Multi-World Persistence - [ ] Add planetary world records. - [ ] Add orbital economy. - [ ] Add interplanetary trade. - [ ] Add settlement history across worlds. - [ ] Add long-term expansion governance. --- # Cross-Cutting Technical Tracks These tracks run across all phases and must not be left as afterthoughts. ## A. Networking - [ ] Define server authority rules. - [ ] Define replication ownership rules. - [ ] Define relevancy strategy. - [ ] Define bandwidth budget. - [ ] Create multiplayer test maps. - [ ] Add network profiling routine. - [ ] Add replication tests for each gameplay system. - [ ] Add disconnect/reconnect tests. - [ ] Add high latency tests. - [ ] Add server crash recovery tests. ## B. Persistence And Database - [ ] Define what lives in Unreal save files. - [ ] Define what lives in external database. - [ ] Define player account model. - [ ] Define world state model. - [ ] Define backup policy. - [ ] Define rollback policy. - [ ] Define migration policy. - [ ] Add automated save validation. - [ ] Add schema/version tracking. - [ ] Add admin restore workflow. ## C. Accounts And Authentication - [ ] Decide account provider. - [ ] Decide Steam account integration timing. - [ ] Add local dev auth placeholder. - [ ] Add account identity model. - [ ] Add character ownership model. - [ ] Add ban/moderation hooks. - [ ] Add privacy policy requirements. ## D. AGR Integration - [ ] Define what AGR does in MVP. - [ ] Define what AGR does not do in MVP. - [ ] Decide custodial vs non-custodial game wallet approach. - [ ] Define testnet/devnet flow. - [ ] Define transaction confirmation rules. - [ ] Define in-game ledger rules. - [ ] Define anti-fraud rules. - [ ] Define market transaction logs. - [ ] Define bridge between web wallet and game account. - [ ] Define legal/compliance review points. ## E. Admin And Moderation - [ ] Add admin login/auth. - [ ] Add server console commands. - [ ] Add teleport command. - [ ] Add item grant command. - [ ] Add player kick/ban command. - [ ] Add world save command. - [ ] Add world rollback command. - [ ] Add player report system. - [ ] Add audit logs. - [ ] Add moderation dashboard plan. ## F. Security And Abuse Prevention - [ ] Define trust boundaries. - [ ] Keep server authoritative. - [ ] Validate all client requests. - [ ] Add rate limits where needed. - [ ] Add anti-cheat research track. - [ ] Add exploit report workflow. - [ ] Add log retention policy. - [ ] Add account recovery policy. - [ ] Add economy abuse monitoring. ## G. Performance - [ ] Define minimum target hardware. - [ ] Define client FPS targets. - [ ] Define server tick targets. - [ ] Define memory budgets. - [ ] Define actor count budgets. - [ ] Add profiling checklist. - [ ] Add asset size budgets. - [ ] Add LOD strategy. - [ ] Add foliage performance strategy. - [ ] Add save/load performance benchmarks. ## H. Art Direction - [ ] Define visual tone. - [ ] Define early survival era look. - [ ] Define old-world ruin look. - [ ] Define agrarian settlement look. - [ ] Define UI visual language. - [ ] Define color palette. - [ ] Define material style. - [ ] Define lighting style. - [ ] Define character style. - [ ] Define icon style. ## I. Audio Direction - [ ] Define ambient audio style. - [ ] Define weather audio style. - [ ] Define wildlife audio style. - [ ] Define UI sound style. - [ ] Define music philosophy. - [ ] Define silence/space usage. - [ ] Define settlement soundscape. - [ ] Define industrial era sound progression. ## J. QA And Testing - [ ] Create smoke test checklist. - [ ] Create multiplayer test checklist. - [ ] Create persistence test checklist. - [ ] Create performance test checklist. - [ ] Create release candidate checklist. - [ ] Add bug triage workflow. - [ ] Add crash reporting plan. - [ ] Add automated build validation. - [ ] Add test server reset process. ## K. Build And Release Pipeline - [ ] Define dev build process. - [ ] Define internal test build process. - [ ] Define closed alpha build process. - [ ] Define dedicated server packaging. - [ ] Define patch distribution. - [ ] Define version numbering. - [ ] Define changelog format. - [ ] Define rollback process. - [ ] Define release approval checklist. ## L. Community And Marketing - [ ] Keep agrariangame.com updated. - [ ] Publish development updates. - [ ] Collect launch list signups. - [ ] Create Discord plan. - [ ] Create devlog schedule. - [ ] Create Steam page checklist. - [ ] Create press kit. - [ ] Create creator outreach list. - [ ] Create early tester application. - [ ] Create public roadmap page later. --- # Six-Month MVP Calendar ## Month 1 - Foundation - [ ] Clean project structure. - [ ] Confirm engine version. - [ ] Set source control. - [ ] Create base character. - [ ] Create interaction system. - [ ] Create first test map. - [ ] Create stat component. - [ ] Create inventory prototype. - [ ] Create networking baseline. - [ ] Create build instructions. ## Month 2 - Survival Loop - [ ] Add hunger. - [ ] Add thirst. - [ ] Add health. - [ ] Add stamina. - [ ] Add weather. - [ ] Add body temperature. - [ ] Add gatherable resources. - [ ] Add campfire. - [ ] Add basic crafting. - [ ] Add basic HUD. ## Month 3 - Shelter And Persistence - [ ] Add building placement. - [ ] Add primitive shelter. - [ ] Add storage container. - [ ] Add save/load for players. - [ ] Add save/load for structures. - [ ] Add save/load for containers. - [ ] Add server restart persistence test. - [ ] Add one full day/night survival test. ## Month 4 - Multiplayer And Wildlife - [ ] Add dedicated server build. - [ ] Add join flow. - [ ] Add replicated inventory validation. - [ ] Add replicated building validation. - [ ] Add wildlife prototype. - [ ] Add harvesting. - [ ] Add injury placeholder. - [ ] Add reconnect test. - [ ] Add 2-4 player internal test. ## Month 5 - Homestead Seeds And Economy Planning - [ ] Add land claim prototype. - [ ] Add farming prototype if feasible. - [ ] Add simple barter placeholder if feasible. - [ ] Define AGR integration design. - [ ] Define account/wallet bridge design. - [ ] Add admin commands. - [ ] Add test feedback form/process. - [ ] Improve UI clarity. ## Month 6 - Closed MVP Readiness - [ ] Stabilize server. - [ ] Fix critical bugs. - [ ] Optimize core map. - [ ] Improve first 30 minutes of play. - [ ] Add onboarding prompts. - [ ] Add settings menu. - [ ] Package client build. - [ ] Package server build. - [ ] Run closed internal test. - [ ] Prepare external tester plan. - [ ] Update website with progress. --- # Definition Of Done For The First Playable MVP The first playable MVP is not complete until: - [ ] Two or more players can join the same server. - [ ] Players can gather resources. - [ ] Players can craft at least one tool. - [ ] Players can create fire. - [ ] Players can build a primitive shelter. - [ ] Weather and time affect survival. - [ ] Hunger and thirst matter. - [ ] Injury or damage can create meaningful risk. - [ ] At least one wildlife system exists. - [ ] Inventory works and replicates. - [ ] Server restart preserves core state. - [ ] The game communicates what to do without hand-holding too much. - [ ] The experience feels like the beginning of Agrarian, not a generic survival template. --- # Near-Term Next Actions - [ ] Mount or create reliable local access path to the NAS `shared_drive` project. - [ ] Decide whether to create a Git repository for the Unreal project. - [ ] Inspect `Source/` and current Unreal project structure. - [ ] Confirm Unreal Engine version. - [ ] Confirm whether existing project opens cleanly. - [ ] Confirm whether it compiles cleanly. - [ ] Create Phase 0 task board from this roadmap. - [ ] Start with base character, interaction, stats, inventory, and test map.