1.4 KiB
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_DemoPlayerStartAGR_DemoWoodResource_01AGR_DemoFiberResource_01AGR_DemoCampfire_01AGR_DemoPrimitiveShelter_01AGR_DemoRabbitWildlife_01AGR_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.