This repository has been archived on 2026-05-24. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
AgrarianGameArchive/Docs/Terrain/GroundZeroNaturalEnvironmentPass.md
T

67 lines
3.3 KiB
Markdown

# 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.
- First-pass asset variation actors add additional tree canopies/trunks, rounded
bushes, grass mats, rock slabs, 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 instance counts and material assignments, and resource/water actors
are visually dressed. It also checks the first-pass asset variation layer:
eleven 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.