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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.
  • Build toward an Earth-scale world made from real-world terrain tiles.
  • Keep travel paced by believable real-world movement, vehicles, terrain, and character condition.
  • Treat terrain, bathymetry, biomes, resources, rivers, and mountains as data-driven long-term infrastructure, not one-off maps.

Current Known Project Location

Primary development repository:

git@github.com:pacificao/AgrarianGameBuild.git

Primary local Codex/server checkout:

/mnt/projects/AgrarianGameBulid

Ubuntu-Codex host:

192.168.5.10

Unraid project share:

\\DevBox\projects\AgrarianGameBulid

Windows build VM:

Windows-Builder / 192.168.5.12

Codex headless editor build command:

UNRAID_PASSWORD=<set in environment> /home/nathan/bin/agrarian-build-editor

Important tracked project root files/folders:

  • AgrarianGame.uproject
  • Source/
  • Content/
  • Config/
  • Scripts/
  • .gitignore
  • .gitattributes
  • Roadmap and vision docs

Important generated/local-only files/folders:

  • Binaries/ ignored
  • Intermediate/ ignored
  • Saved/ ignored
  • DerivedDataCache/ ignored
  • .vs/ ignored
  • *.sln ignored and regenerated locally

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.

Current tooling decisions:

  • Unreal Engine version: 5.7.
  • Development approach: hybrid C++ foundation with Blueprint/content assembly in the editor.
  • Source control and daily coding: Ubuntu-Codex working against the Unraid projects share.
  • Editor/build host: Windows-Builder VM with GPU passthrough.
  • Headless build path for Codex: Unraid QEMU guest agent into Windows-Builder.
  • Preferred interactive editor/gameplay connection: Parsec or similar real-GPU remote desktop, not RDP.
  • Dedicated server target: Linux for multiplayer hosting.
  • Windows compiler used by Unreal 5.7: VS 2022 Build Tools MSVC 14.44.35207.
  • Packaged Windows demo wrapper: Scripts/PackageWindowsDevelopment.bat.
  • Current investor demo starts on the Ground Zero terrain map: /Game/Agrarian/Maps/L_GroundZeroTerrain_Test.
  • Rendering baseline: the project remains DX12-first for future Unreal 5 features, while packaged investor builds include a Windows compatibility override and launchers so demo machines can start reliably with DX11 if DX12 startup fails.
  • Investor-demo release rule: whenever all tracked roadmap items for a version milestone are complete, including minor versions like .01 or .6 and major versions like 1, build and smoke-test a fresh Windows packaged executable for investor/demo review.

0.3 Design Documentation

  • Create game design document.
  • Create technical design document.
  • Create multiplayer/networking design document.
  • Create persistence design document.
  • Create Earth-scale terrain/tile streaming design document.
  • Create tile registry/database design document.
  • Create real-world terrain source data evaluation 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.
  • Select the real-world "Ground Zero" 1 km x 1 km MVP tile.
  • Define target map size for MVP around the Ground Zero tile.
  • Define MVP biome.
  • Define acceptable real terrain accuracy for MVP.
  • Define acceptable real bathymetry/ocean-depth handling for MVP if Ground Zero is coastal.
  • Define acceptable first-pass biome/resource accuracy for MVP.
  • 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.

0.6 Operational Infrastructure

  • Stand up Unraid DevBox as shared project storage.
  • Create and expose the projects SMB share.
  • Add LAN name resolution for DevBox.
  • Mount \\DevBox\projects on Ubuntu-Codex at /mnt/projects.
  • Clone pacificao/AgrarianGameBuild to /mnt/projects/AgrarianGameBulid.
  • Configure GitHub SSH access on Ubuntu-Codex for clone, pull, and push.
  • Set up Windows-Builder as the Unreal/Visual Studio build VM.
  • Install Unreal Engine 5.7 on Windows-Builder.
  • Install Visual Studio 2026 for interactive development tools.
  • Install VS 2022 Build Tools for Unreal 5.7 compiler compatibility.
  • Confirm Codex can launch Windows headless build commands without RDP.
  • Confirm headless editor target build succeeds.
  • Set up Parsec or equivalent real-GPU remote access for occasional Codex visual inspection.
  • Stabilize Windows-Builder network/RDP behavior under GPU passthrough.
  • Decide and document VM snapshot cadence before major engine/tool changes.
  • Define Unraid share backup policy.
  • Define GitHub branch protection and review rules.
  • Add a build log retention policy.
  • Add a simple operational runbook for rebooting/recovering Windows-Builder, Ubuntu-Codex, and DevBox.

0.7 Earth-Scale Terrain Architecture

Long-term goal: Agrarian can eventually expand toward an Earth-scale world made from real terrain and ocean data. The intended unit is a 1 km x 1 km tile. At full Earth scale this implies roughly 510-520 million possible tiles, added over many years, streamed from servers, cached locally, scrubbed when unused, and redownloaded when a player returns to a region.

  • Define canonical tile coordinate system for 1 km x 1 km world tiles.
  • Decide how latitude/longitude maps to Unreal coordinates and World Partition cells.
  • Decide how to handle projection distortion, poles, and dateline crossing.
  • Define authoritative tile manifest schema.
  • Define tile status states: unknown, queued, source-data-found, generated, validated, packaged, published, deprecated.
  • Define tile adjacency and stitching rules.
  • Define tile versioning rules so terrain can improve without corrupting player state.
  • Define server-side tile delivery protocol.
  • Define client local tile cache layout.
  • Define local cache retention policy for old or unused tiles.
  • Define local cache redownload/revalidation behavior.
  • Define minimum metadata per tile: coordinates, biome, elevation range, water coverage, source datasets, generation version, neighbors, and publish status.
  • Evaluate real terrain/elevation data sources.
  • Evaluate bathymetry/ocean-depth data sources.
  • Evaluate river, lake, coastline, road, and land-cover data sources.
  • Define automated terrain import pipeline for a single 1 km tile.
  • Define automated biome and natural resource inference pipeline.
  • Define QA checks for terrain seams, water edges, slope extremes, and missing source data.
  • Build a small tile-tracking database prototype before scaling beyond MVP.
  • 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.

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:

  • Created GitHub repository pacificao/AgrarianGameBuild.
  • Imported the Unreal project into Git with Git LFS.
  • Added Unreal-safe .gitignore and .gitattributes.
  • Added Windows build and cleanup helper scripts.
  • Removed stale VisualStudioTools plugin reference.
  • Confirmed Windows build succeeds through Scripts/BuildEditor-Windows.bat.
  • Added replicated survival component.
  • Added replicated inventory component.
  • Added interaction interface and server-authoritative interaction path.
  • Added resource node actor.
  • Added campfire actor.
  • Added primitive shelter actor.
  • Added world time/weather game state.
  • Added crafting component.
  • Added item definition and recipe data asset classes.
  • Added building placement component.
  • Added save game structures and persistence subsystem scaffold.
  • Added persistent actor component and placed actor save/restore foundation.
  • Added admin/dev console commands.
  • Added replicated wildlife base actor.
  • Built AgrarianGameEditor Win64 Development successfully on Windows-Builder.
  • Added a Codex headless Windows build lane through /home/nathan/bin/agrarian-build-editor.
  • Added a project-local Unreal Python execution wrapper for headless editor asset updates.
  • Installed VS 2022 Build Tools MSVC 14.44.35207 for Unreal 5.7 compatibility.
  • Fixed AAgrarianDebugHUD compile issue caused by const HUD helper methods calling non-const AHUD::DrawText.
  • Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
  • Created IA_Interact input action.
  • Bound IA_Interact to E and Gamepad_FaceButton_Left.
  • Assigned IA_Interact to the character Blueprint's InteractAction.
  • Created item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
  • Created recipe data assets for campfire, primitive shelter, basic tool, and bandage.
  • Created item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
  • Created Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
  • Placed and verified wood resource, campfire, primitive shelter, and rabbit wildlife Blueprints in the test map.
  • Added command-mode smoke verification for wildlife damage/death/harvest loop.
  • Added automation coverage for live GameInstance persistence save/restore through UAgrarianPersistenceSubsystem.
  • Selected Ground Zero MVP terrain tile and added first tile registry schema.
  • Prototyped real elevation import for the Ground Zero tile using USGS EPQS samples.
  • Acquired and extracted final USGS 3DEP 1-meter DEM source for the Ground Zero tile.
  • Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
  • Imported the Ground Zero R16 heightmap into /Game/Agrarian/Maps/L_GroundZeroTerrain_Test.
  • Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
  • Set the packaged investor demo default map to Ground Zero.
  • Added first Agrarian Studio splash screen and investor demo legal notices.
  • Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
  • Added startup movie and in-game beta demo notice with motto, version, and copyright language.

Open version .01 tasks:

  • Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
  • Create IA_Interact input action.
  • Bind IA_Interact to E and a gamepad button.
  • Assign IA_Interact to the character Blueprint's InteractAction.
  • Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
  • Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
  • Create item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
  • Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
  • Place resource nodes, campfire, shelter, and wildlife in the test map.
  • Added command-mode smoke verification for gather -> inventory -> craft -> place shelter -> save/load data loop.
  • Added fiber gathering and primitive shelter part recipes so shelter ingredients are naturally obtainable.
  • [~] Add a simple HUD/debug display for survival and inventory.
  • Test gather -> inventory -> craft -> place shelter -> save/load loop.
  • Make primitive shelter ingredients naturally obtainable in normal play instead of smoke-test seeded.
  • Add a PIE/server persistence test that exercises UAgrarianPersistenceSubsystem with a live GameInstance.
  • Test wildlife damage/death/harvest loop.
  • Decide whether to keep the current template variants or remove unused starter variants.
  • Choose Ground Zero 1 km MVP tile.
  • Build first tile metadata/registry prototype for Ground Zero.
  • Prove automated import of real terrain data into the MVP tile.
  • Define acceptable real terrain accuracy and final DEM/lidar source requirements for the MVP tile.
  • Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
  • Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
  • Import the Ground Zero R16 heightmap into an Unreal terrain test map.
  • Package a Windows Development investor demo that starts on the Ground Zero map.
  • Add investor-facing startup sequence and beta/demo notice language.

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.
  • Define real-world baseline walking speed.
  • Define real-world baseline running speed.
  • Connect movement speed to age, condition, strength, endurance, hunger, thirst, injury, carried weight, and terrain.
  • 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 Ground Zero real-world 1 km x 1 km MVP tile.
  • Choose MVP biome based on Ground Zero location.
  • [~] Create playable test map.
  • Add terrain base from real elevation data.
  • Add first-pass water depth/shoreline handling if applicable.
  • Add first-pass hill, mountain, river, stream, lake, and coastline handling if present in Ground Zero.
  • Add source metadata record for the MVP tile.
  • Add generated tile metadata record for the MVP tile.
  • Verify terrain scale is 1 km x 1 km in Unreal.
  • Verify terrain tile origin and centered Unreal bounds for the Ground Zero test map.
  • Verify neighboring tile edge coordinates against the registry before multi-tile stitching.
  • Add foliage pass.
  • [~] Add resource nodes.
  • Add biome-appropriate natural resources based on Ground Zero.
  • 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 recipes or gather paths for primitive shelter structure parts.
  • 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 resources.
  • 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.
  • Define server authority over streamed terrain tiles.
  • Define server response when a client requests a missing tile.
  • 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.
  • Decide what tile metadata is stored in save data vs external tile registry.
  • 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 initial tile registry persistence for Ground Zero.
  • 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 huge, regionally diverse, persistent world that can eventually approach Earth scale through staged 1 km x 1 km real-terrain tiles.

7.1 Terrain And World Partition

  • Evaluate Unreal World Partition.
  • Define real terrain generation pipeline.
  • Define real bathymetry/ocean-depth generation pipeline.
  • Define hand-authored vs procedural balance.
  • Define 1 km tile package format.
  • Define 1 km tile World Partition placement rules.
  • Define tile edge stitching and seam repair pipeline.
  • Define terrain vertical scale policy for mountains, hills, and ocean depth.
  • Define river, lake, coastline, and wetland generation rules.
  • Define missing/low-quality source data fallback rules.
  • Add streaming tests.
  • Add server-delivered tile streaming prototype.
  • Add client local tile cache prototype.
  • Add stale tile scrubber prototype.
  • Add tile redownload and version update prototype.
  • Add biome boundaries.
  • Add region metadata.
  • Add server scaling plan.

7.2 Biome Diversity

  • Derive biome candidates from real-world land-cover, climate, elevation, and water data.
  • Add forest biome.
  • Add plains biome.
  • Add mountain biome.
  • Add wetland biome.
  • Add desert/dryland biome.
  • Add cold biome.
  • Add biome-specific resources.
  • Map natural resources to likely real-world geology, flora, water, and climate.
  • Add biome-specific survival pressure.

7.3 Logistics And Transportation

  • Keep walking and running speeds close to real-world human pace.
  • Keep animal travel speeds close to real-world animal pace.
  • Define terrain slope, vegetation, mud, snow, water, injury, fatigue, age, strength, endurance, hunger, thirst, and carried weight modifiers for travel speed.
  • Add roads.
  • Add carts.
  • Add pack animals.
  • Add horses.
  • Add tractors.
  • Add cars.
  • 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.

7.5 Tile Operations At Scale

  • Define tile generation queue.
  • Define tile publish queue.
  • Define tile validation dashboard.
  • Define operator tools for seeing generated, missing, stale, and failed tiles.
  • Define player-demand driven tile prioritization.
  • Define prefetch rules around active player regions.
  • Define storage and CDN strategy for millions of generated tile packages.
  • Define cost controls for serving and regenerating terrain content.
  • Define long-term archival strategy for superseded tile versions.

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 global tile registry data model for roughly 510-520 million potential 1 km tiles.
  • Define tile coordinate primary key strategy.
  • Define tile metadata tables.
  • Define tile generation job tables.
  • Define tile package/version tables.
  • Define player/world-state anchoring to tile coordinates.
  • Define terrain tile state vs player-made world state separation.
  • 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.
  • Define World Partition streaming budgets.
  • Define tile download bandwidth budget.
  • Define local tile cache size budget.
  • Define cache cleanup rules for unused terrain tiles.
  • 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 terrain tile import QA checklist.
  • Create terrain seam QA checklist.
  • Create biome/resource plausibility QA checklist.
  • Create tile cache/download QA 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 editor 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.
  • Add one-command Codex build wrapper for AgrarianGameEditor.
  • Store editor build logs under Saved/BuildLogs/BuildEditor-Windows.log.
  • Add one-command packaged client build wrapper.
  • Add one-command Linux dedicated server build wrapper.
  • Define investor-demo build trigger at version milestone completion.
  • Add smoke-test command for build artifacts.

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.
  • Create operational build lane for Codex.
  • Choose Ground Zero candidate tile.
  • Define first tile registry schema.

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.
  • Import first real terrain MVP tile if feasible.

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.
  • Persist MVP tile metadata and generated package version.

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.
  • Set up Ubuntu-Codex source-control lane.
  • Set up Windows-Builder headless Unreal build lane.
  • Fix current C++ compile break and verify AgrarianGameEditor build.

Next version .01 priorities:

  • Confirm latest C++ build succeeds on Windows-Builder.
  • Open the project in Unreal Editor from the shared project path.
  • Create IA_Interact and bind it to E plus a gamepad button.
  • Assign IA_Interact to the Agrarian character Blueprint.
  • Create the first editor assets needed for the playable loop.
  • Place and test the wood resource node.
  • Place and test the campfire.
  • Place and test the primitive shelter.
  • Place and test the rabbit wildlife Blueprint.
  • [~] Add simple survival/inventory HUD feedback.
  • Run the first full gather -> craft -> place -> save -> load smoke test.
  • Test wildlife damage/death/harvest loop.
  • Make all primitive shelter ingredients obtainable through normal play.
  • Choose Ground Zero 1 km MVP tile.
  • Define first tile registry schema.
  • Prototype real terrain import for the selected MVP tile.

Immediate next item:

  • Add weather exposure zones if needed.