docs: mark quicksave phase complete
This commit is contained in:
@@ -641,17 +641,18 @@ Completed after the architecture gate:
|
||||
- deterministic structured economic events for extraction, deposit,
|
||||
withdrawal, and consumption;
|
||||
- persisted event identity/history and a visible carried-food prop derived
|
||||
from NPC inventory.
|
||||
from NPC inventory;
|
||||
- a validated local quicksave with bounded file size, guarded slot names,
|
||||
atomic replacement recovery, F5/F9 controls, and active-visual rebuilding.
|
||||
|
||||
The practical next sequence is:
|
||||
|
||||
1. Add save-slot persistence, validation, and explicit migration fixtures
|
||||
before schedules
|
||||
or social state expand.
|
||||
2. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
|
||||
1. Resume Terrain3D sculpting, runtime integration, and the simulation-garden
|
||||
beauty pass.
|
||||
3. Add stylized character and profession readability plus the reason
|
||||
2. Add stylized character and profession readability plus the reason
|
||||
inspector.
|
||||
3. Expand persistence only when schedules, player state, or a real save menu
|
||||
creates a concrete requirement.
|
||||
|
||||
This order strengthens the simulation while regularly producing visible
|
||||
progress suitable for public development updates.
|
||||
|
||||
@@ -502,8 +502,9 @@ These are expected prototype constraints, not necessarily isolated bugs:
|
||||
marker mapping and several action effects remain hard-coded.
|
||||
- Temporary activity markers remain for eating, rest, study, and patrol; NPC
|
||||
and player food/wood gathering use `ResourceNode` instances with no fallback.
|
||||
- Current NPC, village, resource, clock, and RNG state serialize through schema
|
||||
v1, but there is no save-slot/file UX or top-level backward migration yet.
|
||||
- Current NPC, village, resource, storage, event, clock, and RNG state serialize
|
||||
through world schema v3. F5/F9 provide one validated local quicksave; a save
|
||||
menu, metadata, and player-transform persistence remain deferred.
|
||||
- Simulation-owned resource records retain live amounts, reservations, and
|
||||
usage definitions while ResourceNode scenes are unloaded.
|
||||
- An explicit fixed-step clock converts frame delta into simulation ticks, but
|
||||
@@ -741,8 +742,9 @@ The location-based food loop is complete and traceable: gathering creates
|
||||
carried food, depositing fills the pantry, withdrawal retrieves one unit, and
|
||||
eating consumes it. Each successful transfer creates a persisted structured
|
||||
event, and active NPCs visibly carry food through presentation derived from
|
||||
their inventory. The next systems milestone is save-slot persistence and
|
||||
validation. Bounded Terrain3D look-development can resume alongside it.
|
||||
their inventory. The bounded save-slot slice is also complete, including
|
||||
validation, atomic replacement recovery, and active-visual rebuilding.
|
||||
Terrain3D runtime integration and the simulation-garden beauty pass are next.
|
||||
|
||||
The coherent visual slice can then aim for:
|
||||
|
||||
|
||||
@@ -87,15 +87,26 @@ ResourceStateRecord v2 adds the definition facts needed while unloaded. Nested
|
||||
v1 resource records are migrated explicitly and hydrate their missing
|
||||
definition from a matching presentation node when one becomes available.
|
||||
|
||||
## Local quicksave boundary
|
||||
|
||||
`SaveSlotStore` writes the existing versioned JSON record to
|
||||
`user://saves/quicksave.json`. It validates the serialized record before
|
||||
replacement, limits file size, restricts slot names, preserves the previous
|
||||
file during replacement, and can recover that backup if replacement is
|
||||
interrupted. Loading parses and validates the complete record before mutating
|
||||
the simulation.
|
||||
|
||||
In `main.tscn`, F5 saves and F9 loads this slot. Restoration rebuilds active NPC
|
||||
visuals from authoritative state.
|
||||
|
||||
## Deliberately out of scope
|
||||
|
||||
This phase does not yet provide:
|
||||
|
||||
- save-slot files, metadata, thumbnails, or atomic disk writes;
|
||||
- a save-slot menu, metadata, thumbnails, autosaves, or multiple profiles;
|
||||
- migrations older than the explicitly supported world schemas v1 and v2;
|
||||
- player inventory, relationship, schedule, or social-memory records;
|
||||
- a player-facing load flow;
|
||||
- save-slot persistence for scene-independent resource state.
|
||||
- persistence for the player transform or presentation-only scene state.
|
||||
|
||||
Those features should build on this boundary rather than inventing parallel
|
||||
serialization paths.
|
||||
|
||||
Reference in New Issue
Block a user