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AgrarianGameArchive/Docs/Terrain/GroundZeroNaturalEnvironmentPass.md
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Ground Zero MVP Natural Environment Pass

The Ground Zero map now has a first MVP natural environment pass so the investor demo reads as coastal California scrub/woodland instead of a plain grey-box test space.

Scope

  • Terrain receives a warm coastal scrub ground material.
  • Foliage patch instances keep the current prototype meshes but use distinct tree, shrub, and dry grass materials.
  • Wood, fiber, stone, and freshwater actors receive distinct first-pass materials.
  • Investor-facing asset variation actors add additional tree canopies/trunks, rounded bushes, brush clusters, grass mats, rock slabs, water-bank pieces, reeds, and a visible freshwater surface with varied meshes, scales, rotations, and material families.
  • A first-pass ruin landmark placeholder gives the Ground Zero demo a visible point of interest using five native placeholder stone pieces: foundation, wall fragments, a cairn marker, and a threshold.
  • The foliage and asset variation layers now use Agrarian-native placeholder mesh assets from /Game/Agrarian/Environment/PlaceholderMeshes instead of direct LevelPrototyping mesh references.
  • The setup remains repeatable through Scripts/setup_ground_zero_demo_map.py.

Placeholder Mesh Assets

  • /Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cube
  • /Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_ChamferCube
  • /Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cylinder
  • /Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_QuarterCylinder
  • /Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Plane

Material Assets

  • /Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub
  • /Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak
  • /Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush
  • /Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal
  • /Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource
  • /Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource
  • /Game/Agrarian/Materials/M_AGR_GZ_EdiblePlant_Resource
  • /Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone
  • /Game/Agrarian/Materials/M_AGR_GZ_FreshWater

Validation

Scripts/verify_ground_zero_natural_environment_pass.py checks that the materials exist, the landscape uses the terrain material, the foliage actor has the expected investor-facing instance counts and material assignments, and resource/water actors are visually dressed. It also checks the asset variation layer: twenty-three labeled variation actors, at least four mesh silhouettes, unique scale profiles, and coverage across tree, bush, grass, rock, and water visual families. Scripts/verify_native_placeholder_meshes.py checks that playable resource/structure/water Blueprints, foliage components, and environment variation actors use Agrarian-native placeholder meshes rather than template mesh paths. Scripts/verify_ground_zero_landmark_placeholder.py checks the ruin landmark placeholder actor count, native mesh paths, stone material assignment, distinct placement, and roadmap/doc coverage.

Follow-Up

This pass deliberately keeps the current prototype geometry so it stays small and stable. Later environment work should replace the Agrarian-native placeholder silhouettes with region-appropriate sourced or custom meshes, then drive density and shape selection from land-cover, slope, hydrography, and biome data.