1101 lines
30 KiB
Markdown
1101 lines
30 KiB
Markdown
# Agrarian Development Roadmap
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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.
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## Project North Star
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Agrarian is a persistent generational civilization simulator where players rebuild humanity through survival, stewardship, family, labor, trade, governance, and technological progress.
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The guiding question is:
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> What survives after you are gone?
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Core commitments:
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- [ ] Civilization is built, not spawned.
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- [ ] Legacy matters more than levels.
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- [ ] History is never erased.
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- [ ] The frontier always exists somewhere.
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- [ ] Knowledge is the true progression system.
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- [ ] AGR has both in-game and real-world community value.
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- [ ] No pay-to-win mechanics.
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- [ ] No seasonal wipes.
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- [ ] No loot boxes.
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- [ ] No fragmented DLC model.
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- [ ] Build the smallest strong survival foundation first.
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- [ ] Keep every system compatible with long-term persistence and generations.
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## Current Known Project Location
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NAS project path:
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```text
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//linastorage.local/shared_drive/Unreal Game Projects/agrarian_game/AgrarianGame
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```
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Important project root files/folders:
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- [ ] `AgrarianGame.uproject`
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- [ ] `AgrarianGame.sln`
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- [ ] `Source/`
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- [ ] `Content/`
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- [ ] `Config/`
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- [ ] `Saved/`
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- [ ] `Intermediate/`
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- [ ] `Binaries/`
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- [ ] `DerivedDataCache/`
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## Roadmap Status Legend
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Use these markers as the project progresses:
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- `[ ]` Not started
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- `[~]` In progress
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- `[x]` Complete
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- `[!]` Blocked or needs decision
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- `[?]` Needs design decision
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---
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# Phase 0 - Project Foundation And Guardrails
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Goal: Prepare the project so all future development is controlled, recoverable, documented, and aligned with the long-term vision.
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## 0.1 Repository And Source Control
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- [ ] Decide where the Unreal project repository will live.
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- [ ] Create or confirm GitHub repository for the Unreal project.
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- [ ] Decide whether large assets use Git LFS.
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- [ ] Add Git LFS for `.uasset`, `.umap`, large media, and binary assets if using Git.
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- [ ] Create `.gitignore` for Unreal Engine.
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- [ ] Ensure `Binaries/`, `Intermediate/`, `Saved/`, and `DerivedDataCache/` are excluded unless intentionally needed.
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- [ ] Commit clean baseline project.
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- [ ] Create protected `main` branch.
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- [ ] Create `dev` branch if we want staging before main.
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- [ ] Define branch naming conventions.
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- [ ] Define commit message conventions.
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- [ ] Define backup expectations for NAS and repo.
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- [ ] Confirm this roadmap file is committed or otherwise backed up.
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## 0.2 Engine And Tooling Decisions
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- [ ] Confirm Unreal Engine version.
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- [ ] Decide Blueprint-first, C++-first, or hybrid approach.
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- [ ] Decide whether Gameplay Ability System is needed now or later.
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- [ ] Decide networking model for MVP.
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- [ ] Decide dedicated server target platform.
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- [ ] Decide local development platforms.
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- [ ] Decide build machine strategy.
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- [ ] Create repeatable local build instructions.
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- [ ] Create repeatable packaged build instructions.
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- [ ] Create repeatable dedicated server build instructions.
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- [ ] Document required plugins.
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- [ ] Disable unneeded plugins.
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- [ ] Confirm project compiles from a clean checkout.
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- [ ] Confirm project opens from a clean checkout.
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## 0.3 Design Documentation
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- [ ] Create game design document.
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- [ ] Create technical design document.
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- [ ] Create multiplayer/networking design document.
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- [ ] Create persistence design document.
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- [ ] Create economy and AGR design document.
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- [ ] Create art direction document.
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- [ ] Create UX/HUD direction document.
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- [ ] Create content naming conventions.
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- [ ] Create folder conventions for Unreal assets.
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- [ ] Create coding standards.
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- [ ] Create Blueprint standards if using Blueprints.
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- [ ] Create data asset standards.
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- [ ] Create save/persistence standards.
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## 0.4 Project Structure
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- [ ] Organize `Content/Agrarian/` root folder.
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- [ ] Create folders for Characters.
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- [ ] Create folders for Environment.
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- [ ] Create folders for Items.
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- [ ] Create folders for UI.
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- [ ] Create folders for Systems.
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- [ ] Create folders for Maps.
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- [ ] Create folders for Materials.
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- [ ] Create folders for Audio.
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- [ ] Create folders for DataAssets.
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- [ ] Create folders for Prototypes.
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- [ ] Create folders for Developer-only test assets.
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- [ ] Create naming convention for assets.
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- [ ] Move any starter content into clear prototype folders.
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## 0.5 MVP Definition
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- [ ] Define what qualifies as the 6-month MVP.
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- [ ] Define what will not be included in MVP.
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- [ ] Define target player count for MVP test.
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- [ ] Define target map size for MVP.
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- [ ] Define MVP biome.
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- [ ] Define MVP day/night length.
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- [ ] Define survival pressure target.
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- [ ] Define basic success loop.
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- [ ] Define failure conditions.
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- [ ] Define first playable internal milestone.
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- [ ] Define closed test readiness criteria.
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---
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# Phase 1 - Foundational Survival MVP
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Goal: Build a small playable multiplayer prototype that proves survival, weather, inventory, gathering, crafting, shelter, and basic persistence can work together.
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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.
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## 1.1 Core Player Foundation
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- [ ] Create base player character class.
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- [ ] Create player controller.
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- [ ] Create camera setup.
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- [ ] Decide first-person, third-person, or hybrid camera.
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- [ ] Implement movement.
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- [ ] Implement sprinting.
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- [ ] Implement crouching if needed.
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- [ ] Implement jumping if needed.
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- [ ] Implement interaction trace.
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- [ ] Implement interact prompt.
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- [ ] Implement basic animation blueprint.
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- [ ] Implement placeholder character mesh.
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- [ ] Add replication for player movement and core state.
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- [ ] Add developer debug overlay for player status.
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## 1.2 Character Stats
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- [ ] Create stat component.
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- [ ] Add health.
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- [ ] Add stamina.
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- [ ] Add hunger.
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- [ ] Add thirst.
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- [ ] Add body temperature.
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- [ ] Add exhaustion.
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- [ ] Add injury state.
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- [ ] Add infection or sickness placeholder.
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- [ ] Add stat regeneration rules.
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- [ ] Add stat decay rules.
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- [ ] Add stat replication.
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- [ ] Add stat save/load support.
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- [ ] Add debug commands for modifying stats.
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- [ ] Add HUD display for critical stats.
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## 1.3 Time, Weather, And Environment Pressure
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- [ ] Create world time system.
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- [ ] Add day/night cycle.
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- [ ] Add configurable time scale.
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- [ ] Add temperature curve by time of day.
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- [ ] Add simple weather states.
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- [ ] Add clear weather.
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- [ ] Add rain.
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- [ ] Add cold/wind state.
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- [ ] Add storm placeholder.
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- [ ] Add weather transition rules.
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- [ ] Add weather replication.
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- [ ] Add weather save/load support.
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- [ ] Connect weather to body temperature.
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- [ ] Connect shelter to weather protection.
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- [ ] Add first-pass sky and lighting.
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- [ ] Add audio cues for weather.
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## 1.4 Single Biome MVP Map
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- [ ] Choose MVP biome.
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- [ ] Create playable test map.
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- [ ] Add terrain base.
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- [ ] Add foliage pass.
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- [ ] Add resource nodes.
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- [ ] Add water source.
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- [ ] Add weather exposure zones if needed.
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- [ ] Add landmark or ruin placeholder.
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- [ ] Add spawn area.
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- [ ] Add performance profiling markers.
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- [ ] Add navigation support for wildlife.
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- [ ] Add map boundaries or soft limits.
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- [ ] Add developer travel command.
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## 1.5 Inventory System
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- [ ] Design inventory data model.
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- [ ] Create item definition data asset.
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- [ ] Create item stack structure.
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- [ ] Create inventory component.
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- [ ] Add item pickup.
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- [ ] Add item drop.
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- [ ] Add stack splitting.
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- [ ] Add item use.
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- [ ] Add equipment slots if needed.
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- [ ] Add weight or carry capacity placeholder.
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- [ ] Add inventory UI.
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- [ ] Add replication for inventory changes.
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- [ ] Add persistence for inventory.
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- [ ] Add debug item spawn command.
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## 1.6 Gathering And Resources
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- [ ] Create resource node base class.
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- [ ] Add wood resource.
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- [ ] Add stone resource.
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- [ ] Add fiber resource.
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- [ ] Add edible plant resource.
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- [ ] Add water gathering interaction.
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- [ ] Add resource depletion.
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- [ ] Add respawn rules for MVP.
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- [ ] Add tool requirement rules.
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- [ ] Add bare-hand gathering fallback.
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- [ ] Add resource node persistence.
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- [ ] Add replicated gathering feedback.
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## 1.7 Primitive Crafting
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- [ ] Design recipe data model.
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- [ ] Create recipe data assets.
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- [ ] Implement recipe validation.
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- [ ] Implement crafting queue or instant crafting.
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- [ ] Add primitive tool recipe.
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- [ ] Add campfire recipe.
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- [ ] Add shelter recipe.
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- [ ] Add simple container recipe.
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- [ ] Add bandage or basic treatment recipe.
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- [ ] Add crafting UI.
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- [ ] Add multiplayer authority checks.
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- [ ] Add crafting debug tools.
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## 1.8 Fire System
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- [ ] Create fire actor.
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- [ ] Add fuel amount.
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- [ ] Add ignition interaction.
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- [ ] Add extinguish logic.
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- [ ] Add warmth radius.
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- [ ] Add light source.
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- [ ] Add cooking placeholder if needed.
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- [ ] Add smoke/visual effect placeholder.
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- [ ] Add replication.
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- [ ] Add persistence.
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- [ ] Connect fire to body temperature.
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- [ ] Connect rain/weather to fire behavior.
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## 1.9 Shelter Building
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- [ ] Decide MVP building style.
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- [ ] Create build placement mode.
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- [ ] Add ghost preview.
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- [ ] Add placement validation.
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- [ ] Add basic shelter piece.
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- [ ] Add wall piece if needed.
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- [ ] Add roof piece if needed.
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- [ ] Add door/opening if needed.
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- [ ] Add resource cost validation.
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- [ ] Add construction interaction.
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- [ ] Add shelter protection volume.
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- [ ] Add shelter persistence.
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- [ ] Add shelter replication.
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- [ ] Add deconstruction or damage placeholder.
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## 1.10 Injury And Basic Survival Consequences
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- [ ] Add generic injury state.
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- [ ] Add bleeding placeholder.
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- [ ] Add sprain or movement penalty placeholder.
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- [ ] Add cold exposure damage.
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- [ ] Add starvation damage.
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- [ ] Add dehydration damage.
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- [ ] Add treatment item.
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- [ ] Add death state.
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- [ ] Add respawn rules for MVP.
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- [ ] Add corpse/backpack placeholder if needed.
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- [ ] Add replicated death feedback.
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## 1.11 Wildlife Prototype
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- [ ] Choose MVP wildlife species.
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- [ ] Create wildlife base pawn.
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- [ ] Add simple AI wander.
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- [ ] Add flee behavior.
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- [ ] Add aggression behavior if needed.
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- [ ] Add health.
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- [ ] Add damage.
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- [ ] Add harvesting interaction.
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- [ ] Add meat/hide/bone resources if needed.
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- [ ] Add spawn manager.
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- [ ] Add replication.
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- [ ] Add performance limits.
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## 1.12 Basic Multiplayer
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- [ ] Confirm listen server vs dedicated server for MVP.
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- [ ] Create dedicated server build target if needed.
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- [ ] Add server travel flow.
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- [ ] Add player join flow.
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- [ ] Add player spawn flow.
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- [ ] Add replicated player stats.
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- [ ] Add replicated inventory.
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- [ ] Add replicated world time.
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- [ ] Add replicated weather.
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- [ ] Add replicated resource nodes.
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- [ ] Add replicated build pieces.
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- [ ] Add network relevancy rules.
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- [ ] Add basic latency testing.
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- [ ] Add disconnect/reconnect handling.
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## 1.13 Persistence MVP
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- [ ] Decide MVP persistence scope.
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- [ ] Save player identity.
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- [ ] Save player stats.
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- [ ] Save player inventory.
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- [ ] Save placed structures.
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- [ ] Save resource depletion state if needed.
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- [ ] Save world time.
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- [ ] Save weather seed/state.
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- [ ] Save containers.
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- [ ] Add server-side save interval.
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- [ ] Add manual admin save command.
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- [ ] Add load-on-server-start.
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- [ ] Add backup-before-save option.
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- [ ] Add recovery plan for corrupted save.
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- [ ] Document persistence limitations.
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## 1.14 MVP UI And UX
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- [ ] Add main menu placeholder.
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- [ ] Add join server screen.
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- [ ] Add loading screen.
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- [ ] Add HUD.
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- [ ] Add inventory UI.
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- [ ] Add crafting UI.
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- [ ] Add interaction prompts.
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- [ ] Add death/respawn UI.
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- [ ] Add debug/dev menu.
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- [ ] Add accessibility basics.
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- [ ] Ensure UI scales on common resolutions.
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## 1.15 MVP Audio And Atmosphere
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- [ ] Add ambient biome audio.
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- [ ] Add footstep placeholders.
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- [ ] Add gathering sounds.
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- [ ] Add fire sounds.
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- [ ] Add weather sounds.
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- [ ] Add wildlife sounds.
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- [ ] Add UI sounds.
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- [ ] Add mix settings.
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- [ ] Add volume sliders.
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## 1.16 MVP QA Gates
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- [ ] Can launch packaged client.
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- [ ] Can launch server.
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- [ ] Can connect two clients.
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- [ ] Can gather resources.
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- [ ] Can craft a fire.
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- [ ] Can craft a shelter.
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- [ ] Can survive one full day/night cycle.
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- [ ] Can die from survival pressure.
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- [ ] Can reconnect and retain state.
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- [ ] Can restart server and retain placed shelter.
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- [ ] No critical log spam during 30-minute test.
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- [ ] Server remains stable with target test player count.
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---
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# Phase 2 - Persistent Homesteading
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Goal: Transition from temporary survival into lasting settlement and land stewardship.
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## 2.1 Land And Claiming
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- [ ] Design land claim philosophy.
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- [ ] Define claim size limits.
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- [ ] Define claim cost or effort.
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- [ ] Implement claim marker.
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- [ ] Implement claim ownership.
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- [ ] Implement claim permissions.
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- [ ] Add claim UI.
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- [ ] Add claim persistence.
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- [ ] Add claim conflict rules.
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- [ ] Add abandoned claim decay rules.
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## 2.2 Farming
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- [ ] Design soil model.
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- [ ] Add basic soil quality.
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- [ ] Add moisture.
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- [ ] Add crop data assets.
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- [ ] Add planting interaction.
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- [ ] Add growth stages.
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- [ ] Add watering or rainfall impact.
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- [ ] Add harvest interaction.
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- [ ] Add crop yield rules.
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- [ ] Add crop failure rules.
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- [ ] Add seed recovery.
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- [ ] Add crop persistence.
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## 2.3 Domestication
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- [ ] Choose first domestic animal.
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- [ ] Add taming concept.
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- [ ] Add feeding.
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- [ ] Add containment.
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- [ ] Add animal health.
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- [ ] Add breeding placeholder.
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- [ ] Add animal products.
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- [ ] Add ownership.
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- [ ] Add persistence.
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## 2.4 Storage And Preservation
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- [ ] Add storage containers.
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- [ ] Add container permissions.
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- [ ] Add spoilage timer.
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- [ ] Add preserved food item.
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- [ ] Add drying/smoking/salting placeholder.
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- [ ] Add storage persistence.
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- [ ] Add storage UI.
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## 2.5 Permanent Structures
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- [ ] Expand building pieces.
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- [ ] Add foundation.
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- [ ] Add walls.
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- [ ] Add roof.
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- [ ] Add door.
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- [ ] Add basic furniture.
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- [ ] Add structure health.
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- [ ] Add repair.
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- [ ] Add decay rules.
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- [ ] Add permissions.
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- [ ] Add persistence optimizations.
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## 2.6 Simple Economy
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- [ ] Add barter container.
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- [ ] Add simple trade UI.
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- [ ] Add ownership transfer.
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- [ ] Add local price notes if needed.
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- [ ] Add AGR placeholder integration planning.
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- [ ] Add transaction logging.
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---
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# Phase 3 - Social Civilization Systems
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Goal: Let player communities form organically through trade, trust, conflict, law, and local coordination.
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## 3.1 Identity And Reputation
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- [ ] Add player display identity.
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- [ ] Add household/family name placeholder.
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- [ ] Add reputation records.
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- [ ] Add local reputation display.
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- [ ] Add reputation event logging.
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- [ ] Add positive reputation events.
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- [ ] Add negative reputation events.
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- [ ] Add reputation decay or locality rules.
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## 3.2 Trade And Contracts
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- [ ] Design direct trade flow.
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- [ ] Add secure trade window.
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- [ ] Add barter offer records.
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- [ ] Add basic contract data model.
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- [ ] Add delivery contract.
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- [ ] Add labor contract.
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- [ ] Add rental contract placeholder.
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- [ ] Add contract completion rules.
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- [ ] Add dispute placeholder.
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## 3.3 Crime And Consequences
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- [ ] Define theft rules.
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- [ ] Define trespassing rules.
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- [ ] Define property damage rules.
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- [ ] Add crime event logs.
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- [ ] Add witness/local knowledge concept.
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- [ ] Add basic lock system.
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- [ ] Add punishment placeholder.
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- [ ] Add moderation/admin review tools.
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## 3.4 Local Governance
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- [ ] Add group/settlement entity.
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- [ ] Add membership.
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- [ ] Add roles.
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- [ ] Add permissions.
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- [ ] Add voting placeholder.
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- [ ] Add tax placeholder.
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- [ ] Add shared storage.
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- [ ] Add settlement notice board.
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## 3.5 Migration And Frontier
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- [ ] Design migration pressure model.
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- [ ] Add spawn region variation.
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- [ ] Add new frontier spawn logic.
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- [ ] Add abandoned settlement discovery.
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- [ ] Add map hints for settlement density.
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- [ ] Add travel risk/reward systems.
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---
|
|
|
|
# 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 large, regionally diverse, persistent world.
|
|
|
|
## 7.1 Terrain And World Partition
|
|
|
|
- [ ] Evaluate Unreal World Partition.
|
|
- [ ] Define terrain generation pipeline.
|
|
- [ ] Define hand-authored vs procedural balance.
|
|
- [ ] Add streaming tests.
|
|
- [ ] Add biome boundaries.
|
|
- [ ] Add region metadata.
|
|
- [ ] Add server scaling plan.
|
|
|
|
## 7.2 Biome Diversity
|
|
|
|
- [ ] Add forest biome.
|
|
- [ ] Add plains biome.
|
|
- [ ] Add mountain biome.
|
|
- [ ] Add wetland biome.
|
|
- [ ] Add desert/dryland biome.
|
|
- [ ] Add cold biome.
|
|
- [ ] Add biome-specific resources.
|
|
- [ ] Add biome-specific survival pressure.
|
|
|
|
## 7.3 Logistics And Transportation
|
|
|
|
- [ ] Add roads.
|
|
- [ ] Add carts.
|
|
- [ ] Add pack animals.
|
|
- [ ] 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.
|
|
|
|
---
|
|
|
|
# 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 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.
|
|
- [ ] 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 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 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.
|
|
|
|
## 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.
|
|
|
|
## 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.
|
|
|
|
## 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.
|
|
|
|
## 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.
|