41 lines
1.4 KiB
Markdown
41 lines
1.4 KiB
Markdown
# Ground Zero Density And Sightline Tuning
|
|
|
|
The investor-facing Ground Zero dressing should read as a coastal scrub biome
|
|
without hiding the first playable survival loop.
|
|
|
|
## Protected Gameplay Reads
|
|
|
|
The repeatable map setup reserves clear pads around:
|
|
|
|
- `AGR_DemoPlayerStart`
|
|
- `AGR_DemoWoodResource_01`
|
|
- `AGR_DemoFiberResource_01`
|
|
- `AGR_DemoCampfire_01`
|
|
- `AGR_DemoPrimitiveShelter_01`
|
|
- `AGR_DemoRabbitWildlife_01`
|
|
- `AGR_GZ_FreshWaterSource_01`
|
|
- the placed Ground Zero biome resource nodes
|
|
|
|
Tree, shrub, and grass reservations use different radii so tall silhouettes
|
|
stay farther away while low grass can still sell density without blocking
|
|
interaction targets.
|
|
|
|
## First-Look Sightlines
|
|
|
|
The setup also reserves sampled corridors from `AGR_DemoPlayerStart` to the
|
|
early survival objects and the first freshwater source. These corridors keep
|
|
the demo readable when an investor spawns in: wood, fiber, shelter, campfire,
|
|
wildlife, and water should all remain visually findable without flattening the
|
|
whole biome into an empty test field.
|
|
|
|
## Verification
|
|
|
|
`Scripts/verify_ground_zero_density_sightlines.py` loads
|
|
`/Game/Agrarian/Maps/L_GroundZeroTerrain_Test` and checks:
|
|
|
|
- foliage counts remain at the investor-facing density target;
|
|
- no tree, shrub, or grass instance violates the critical clearances;
|
|
- no tree, shrub, or grass instance violates the sampled start-to-object
|
|
sightline corridors;
|
|
- the documentation and roadmap keep the tuning gate visible.
|