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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:
```text
git@github.com:pacificao/AgrarianGameBuild.git
```
Primary local Codex/server checkout:
```text
/mnt/projects/AgrarianGameBulid
```
Ubuntu-Codex host:
```text
192.168.5.10
```
Unraid project share:
```text
\\DevBox\projects\AgrarianGameBulid
```
Windows build VM:
```text
Windows-Builder / 192.168.5.12
```
Codex headless editor build command:
```text
UNRAID_PASSWORD=<set in environment> /home/nathan/bin/agrarian-build-editor
```
Important tracked project root files/folders:
- [x] `AgrarianGame.uproject`
- [x] `Source/`
- [x] `Content/`
- [x] `Config/`
- [x] `Scripts/`
- [x] `.gitignore`
- [x] `.gitattributes`
- [x] Roadmap and vision docs
Important generated/local-only files/folders:
- [x] `Binaries/` ignored
- [x] `Intermediate/` ignored
- [x] `Saved/` ignored
- [x] `DerivedDataCache/` ignored
- [x] `.vs/` ignored
- [x] `*.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
- [x] Decide where the Unreal project repository will live.
- [x] Create or confirm GitHub repository for the Unreal project.
- [x] Decide whether large assets use Git LFS.
- [x] Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git.
- [x] Create `.gitignore` for Unreal Engine.
- [x] Ensure `Binaries/`, `Intermediate/`, `Saved/`, and `DerivedDataCache/` are excluded unless intentionally needed.
- [x] 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.
- [x] Confirm this roadmap file is committed or otherwise backed up.
## 0.2 Engine And Tooling Decisions
- [x] Confirm Unreal Engine version.
- [x] Decide Blueprint-first, C++-first, or hybrid approach.
- [?] Decide whether Gameplay Ability System is needed now or later.
- [x] Decide networking model for MVP.
- [x] Decide dedicated server target platform.
- [x] Decide local development platforms.
- [x] Decide build machine strategy.
- [x] Create repeatable local build instructions.
- [x] Create repeatable packaged build instructions.
- [ ] Create repeatable dedicated server build instructions.
- [~] Document required plugins.
- [x] Disable unneeded plugins.
- [x] 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.
- [x] Create tile registry/database design document.
- [x] 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.
- [x] Select the real-world "Ground Zero" 1 km x 1 km MVP tile.
- [x] Define target map size for MVP around the Ground Zero tile.
- [x] Define MVP biome.
- [x] Define acceptable real terrain accuracy for MVP.
- [x] 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
- [x] Stand up Unraid `DevBox` as shared project storage.
- [x] Create and expose the `projects` SMB share.
- [x] Add LAN name resolution for `DevBox`.
- [x] Mount `\\DevBox\projects` on Ubuntu-Codex at `/mnt/projects`.
- [x] Clone `pacificao/AgrarianGameBuild` to `/mnt/projects/AgrarianGameBulid`.
- [x] Configure GitHub SSH access on Ubuntu-Codex for clone, pull, and push.
- [x] Set up Windows-Builder as the Unreal/Visual Studio build VM.
- [x] Install Unreal Engine 5.7 on Windows-Builder.
- [x] Install Visual Studio 2026 for interactive development tools.
- [x] Install VS 2022 Build Tools for Unreal 5.7 compiler compatibility.
- [x] Confirm Codex can launch Windows headless build commands without RDP.
- [x] 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.
- [x] Define authoritative tile manifest schema.
- [x] 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.
- [x] Define minimum metadata per tile: coordinates, biome, elevation range, water coverage, source datasets, generation version, neighbors, and publish status.
- [x] Evaluate real terrain/elevation data sources.
- [x] 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.
- [x] Build a small tile-tracking database prototype before scaling beyond MVP.
- [x] 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:
- [x] Created GitHub repository `pacificao/AgrarianGameBuild`.
- [x] Imported the Unreal project into Git with Git LFS.
- [x] Added Unreal-safe `.gitignore` and `.gitattributes`.
- [x] Added Windows build and cleanup helper scripts.
- [x] Removed stale `VisualStudioTools` plugin reference.
- [x] Confirmed Windows build succeeds through `Scripts/BuildEditor-Windows.bat`.
- [x] Added replicated survival component.
- [x] Added replicated inventory component.
- [x] Added interaction interface and server-authoritative interaction path.
- [x] Added resource node actor.
- [x] Added campfire actor.
- [x] Added primitive shelter actor.
- [x] Added world time/weather game state.
- [x] Added crafting component.
- [x] Added item definition and recipe data asset classes.
- [x] Added building placement component.
- [x] Added save game structures and persistence subsystem scaffold.
- [x] Added persistent actor component and placed actor save/restore foundation.
- [x] Added admin/dev console commands.
- [x] Added replicated wildlife base actor.
- [x] Built `AgrarianGameEditor Win64 Development` successfully on Windows-Builder.
- [x] Added a Codex headless Windows build lane through `/home/nathan/bin/agrarian-build-editor`.
- [x] Added a project-local Unreal Python execution wrapper for headless editor asset updates.
- [x] Installed VS 2022 Build Tools MSVC `14.44.35207` for Unreal 5.7 compatibility.
- [x] Fixed `AAgrarianDebugHUD` compile issue caused by `const` HUD helper methods calling non-const `AHUD::DrawText`.
- [x] Confirmed the project loads through Unreal Editor command mode and the default test map passes map check.
- [x] Created `IA_Interact` input action.
- [x] Bound `IA_Interact` to `E` and `Gamepad_FaceButton_Left`.
- [x] Assigned `IA_Interact` to the character Blueprint's `InteractAction`.
- [x] Created item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [x] Created recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [x] Created item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- [x] Created Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [x] Placed and verified wood resource, campfire, primitive shelter, and rabbit wildlife Blueprints in the test map.
- [x] Added command-mode smoke verification for wildlife damage/death/harvest loop.
- [x] Added automation coverage for live GameInstance persistence save/restore through `UAgrarianPersistenceSubsystem`.
- [x] Selected Ground Zero MVP terrain tile and added first tile registry schema.
- [x] Prototyped real elevation import for the Ground Zero tile using USGS EPQS samples.
- [x] Acquired and extracted final USGS 3DEP 1-meter DEM source for the Ground Zero tile.
- [x] Converted extracted 1-meter DEM subset into an Unreal Landscape-ready R16 heightmap and import plan.
- [x] Imported the Ground Zero R16 heightmap into `/Game/Agrarian/Maps/L_GroundZeroTerrain_Test`.
- [x] Verified the Ground Zero terrain test map is centered and spans 1 km x 1 km in Unreal.
- [x] Set the packaged investor demo default map to Ground Zero.
- [x] Added first Agrarian Studio splash screen and investor demo legal notices.
- [x] Built a Windows Development packaged demo and smoke-tested launch into Ground Zero.
- [x] Added startup movie and in-game beta demo notice with motto, version, and copyright language.
Open version .01 tasks:
- [x] Confirm the project opens cleanly in Unreal Editor after the latest wildlife commit.
- [x] Create `IA_Interact` input action.
- [x] Bind `IA_Interact` to `E` and a gamepad button.
- [x] Assign `IA_Interact` to the character Blueprint's `InteractAction`.
- [x] Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [x] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [x] Create item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- [x] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [x] Place resource nodes, campfire, shelter, and wildlife in the test map.
- [x] Added command-mode smoke verification for gather -> inventory -> craft -> place shelter -> save/load data loop.
- [x] Added fiber gathering and primitive shelter part recipes so shelter ingredients are naturally obtainable.
- [~] Add a simple HUD/debug display for survival and inventory.
- [x] Test gather -> inventory -> craft -> place shelter -> save/load loop.
- [x] Make primitive shelter ingredients naturally obtainable in normal play instead of smoke-test seeded.
- [x] Add a PIE/server persistence test that exercises `UAgrarianPersistenceSubsystem` with a live GameInstance.
- [x] Test wildlife damage/death/harvest loop.
- [ ] Decide whether to keep the current template variants or remove unused starter variants.
- [x] Choose Ground Zero 1 km MVP tile.
- [x] Build first tile metadata/registry prototype for Ground Zero.
- [x] Prove automated import of real terrain data into the MVP tile.
- [x] Define acceptable real terrain accuracy and final DEM/lidar source requirements for the MVP tile.
- [x] Acquire or extract the final USGS 3DEP DEM/lidar source for the Ground Zero tile.
- [x] Convert the extracted 1-meter DEM subset into an Unreal Landscape-ready heightmap and import plan.
- [x] Import the Ground Zero R16 heightmap into an Unreal terrain test map.
- [x] Package a Windows Development investor demo that starts on the Ground Zero map.
- [x] 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
- [x] Create base player character class.
- [x] Create player controller.
- [x] Create camera setup.
- [ ] Decide first-person, third-person, or hybrid camera.
- [x] 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.
- [x] Implement jumping if needed.
- [x] Implement interaction trace.
- [ ] Implement interact prompt.
- [ ] Implement basic animation blueprint.
- [x] Implement placeholder character mesh.
- [~] Add replication for player movement and core state.
- [~] Add developer debug overlay for player status.
## 1.2 Character Stats
- [x] Create stat component.
- [x] Add health.
- [x] Add stamina.
- [x] Add hunger.
- [x] Add thirst.
- [x] Add body temperature.
- [ ] Add exhaustion.
- [x] Add injury state.
- [ ] Add infection or sickness placeholder.
- [x] Add stat regeneration rules.
- [x] Add stat decay rules.
- [x] Add stat replication.
- [ ] Add stat save/load support.
- [x] Add debug commands for modifying stats.
- [~] Add HUD display for critical stats.
## 1.3 Time, Weather, And Environment Pressure
- [x] Create world time system.
- [x] Add day/night cycle.
- [x] Add configurable time scale.
- [ ] Add temperature curve by time of day.
- [x] Add simple weather states.
- [x] Add clear weather.
- [x] Add rain.
- [x] Add cold/wind state.
- [x] Add storm placeholder.
- [x] Add weather transition rules.
- [x] Add weather replication.
- [ ] Add weather save/load support.
- [x] 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
- [x] Choose Ground Zero real-world 1 km x 1 km MVP tile.
- [x] Choose MVP biome based on Ground Zero location.
- [~] Create playable test map.
- [x] Add terrain base from real elevation data.
- [x] Add first-pass water depth/shoreline handling if applicable.
- [x] Add first-pass hill, mountain, river, stream, lake, and coastline handling if present in Ground Zero.
- [x] Add source metadata record for the MVP tile.
- [x] Add generated tile metadata record for the MVP tile.
- [x] Verify terrain scale is 1 km x 1 km in Unreal.
- [x] Verify terrain tile origin and centered Unreal bounds for the Ground Zero test map.
- [x] 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.
- [x] Create item definition data asset.
- [x] Create item stack structure.
- [x] 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.
- [x] Add replication for inventory changes.
- [ ] Add persistence for inventory.
- [x] Add debug item spawn command.
## 1.6 Gathering And Resources
- [x] Create resource node base class.
- [x] Add wood resource.
- [ ] Add stone resource.
- [x] Add fiber resource.
- [ ] Add edible plant resource.
- [ ] Add water gathering interaction.
- [x] Add resource depletion.
- [ ] Add respawn rules for MVP.
- [ ] Add tool requirement rules.
- [x] Add bare-hand gathering fallback.
- [ ] Add resource node persistence.
- [x] Add replicated gathering feedback.
## 1.7 Primitive Crafting
- [x] Design recipe data model.
- [x] Create recipe data assets.
- [x] Implement recipe validation.
- [x] Implement crafting queue or instant crafting.
- [x] Add primitive tool recipe.
- [x] Add campfire recipe.
- [x] Add shelter recipe.
- [x] Add recipes or gather paths for primitive shelter structure parts.
- [ ] Add simple container recipe.
- [x] Add bandage or basic treatment recipe.
- [ ] Add crafting UI.
- [x] Add multiplayer authority checks.
- [~] Add crafting debug tools.
## 1.8 Fire System
- [x] Create fire actor.
- [x] Add fuel amount.
- [x] Add ignition interaction.
- [ ] Add extinguish logic.
- [x] Add warmth radius.
- [x] Add light source.
- [ ] Add cooking placeholder if needed.
- [ ] Add smoke/visual effect placeholder.
- [x] Add replication.
- [ ] Add persistence.
- [x] Connect fire to body temperature.
- [ ] Connect rain/weather to fire behavior.
## 1.9 Shelter Building
- [ ] Decide MVP building style.
- [x] Create build placement mode.
- [~] Add ghost preview.
- [x] Add placement validation.
- [x] Add basic shelter piece.
- [ ] Add wall piece if needed.
- [ ] Add roof piece if needed.
- [ ] Add door/opening if needed.
- [x] Add resource cost validation.
- [x] Add construction interaction.
- [x] Add shelter protection volume.
- [x] Add shelter persistence.
- [x] Add shelter replication.
- [ ] Add deconstruction or damage placeholder.
## 1.10 Injury And Basic Survival Consequences
- [x] Add generic injury state.
- [ ] Add bleeding placeholder.
- [ ] Add sprain or movement penalty placeholder.
- [x] Add cold exposure damage.
- [x] Add starvation damage.
- [x] 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
- [x] Choose MVP wildlife species.
- [x] Create wildlife base pawn.
- [x] Add simple AI wander.
- [x] Add flee behavior.
- [x] Add aggression behavior if needed.
- [x] Add health.
- [x] Add damage.
- [x] Add harvesting interaction.
- [x] Add meat/hide resources.
- [ ] Add spawn manager.
- [x] 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.
- [x] Add replicated player stats.
- [x] Add replicated inventory.
- [x] Add replicated world time.
- [x] Add replicated weather.
- [x] Add replicated resource nodes.
- [x] 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.
- [x] Save placed structures.
- [ ] Save resource depletion state if needed.
- [ ] Save world time.
- [ ] Save weather seed/state.
- [ ] Save containers.
- [ ] Add server-side save interval.
- [x] 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.
- [x] Define global tile registry data model for roughly 510-520 million potential 1 km tiles.
- [x] Define tile coordinate primary key strategy.
- [x] Define tile metadata tables.
- [x] Define tile generation job tables.
- [x] 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
- [x] Define dev editor build process.
- [x] 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.
- [x] Add one-command Codex build wrapper for `AgrarianGameEditor`.
- [x] Store editor build logs under `Saved/BuildLogs/BuildEditor-Windows.log`.
- [x] Add one-command packaged client build wrapper.
- [ ] Add one-command Linux dedicated server build wrapper.
- [x] Define investor-demo build trigger at version milestone completion.
- [x] 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.
- [x] Confirm engine version.
- [x] Set source control.
- [x] Create base character.
- [x] Create interaction system.
- [ ] Create first test map.
- [x] Create stat component.
- [x] Create inventory prototype.
- [x] Create networking baseline.
- [x] Create build instructions.
- [x] Create operational build lane for Codex.
- [x] Choose Ground Zero candidate tile.
- [x] Define first tile registry schema.
## Month 2 - Survival Loop
- [x] Add hunger.
- [x] Add thirst.
- [x] Add health.
- [x] Add stamina.
- [x] Add weather.
- [x] Add body temperature.
- [~] Add gatherable resources.
- [x] Add campfire.
- [x] Add basic crafting.
- [~] Add basic HUD.
- [ ] Import first real terrain MVP tile if feasible.
## Month 3 - Shelter And Persistence
- [x] Add building placement.
- [x] Add primitive shelter.
- [ ] Add storage container.
- [ ] Add save/load for players.
- [x] 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.
- [x] Add wildlife prototype.
- [x] 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.
- [x] 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
- [x] Mount or create reliable local access path to the NAS `shared_drive` project.
- [x] Decide whether to create a Git repository for the Unreal project.
- [x] Inspect `Source/` and current Unreal project structure.
- [x] Confirm Unreal Engine version.
- [ ] Confirm whether existing project opens cleanly.
- [x] Confirm whether it compiles cleanly.
- [x] Create Phase 0 task board from this roadmap.
- [x] Start with base character, interaction, stats, inventory, and test map.
- [x] Set up Ubuntu-Codex source-control lane.
- [x] Set up Windows-Builder headless Unreal build lane.
- [x] Fix current C++ compile break and verify `AgrarianGameEditor` build.
Next version .01 priorities:
- [x] 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.
- [x] Create the first editor assets needed for the playable loop.
- [x] Place and test the wood resource node.
- [x] Place and test the campfire.
- [x] Place and test the primitive shelter.
- [x] Place and test the rabbit wildlife Blueprint.
- [~] Add simple survival/inventory HUD feedback.
- [x] Run the first full gather -> craft -> place -> save -> load smoke test.
- [x] Test wildlife damage/death/harvest loop.
- [x] Make all primitive shelter ingredients obtainable through normal play.
- [x] Choose Ground Zero 1 km MVP tile.
- [x] Define first tile registry schema.
- [x] Prototype real terrain import for the selected MVP tile.
Immediate next item:
- [ ] Add foliage pass.