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# The Steward — Learning and Reusable-Systems Roadmap
## Purpose
This project is both a playable prototype and an advanced Godot curriculum.
The goal is not merely to accumulate features. It is to understand, implement,
measure, and document systems that can form the foundation of a later
production game.
The roadmap prioritizes:
- learning through complete vertical behaviors;
- separating simulation from presentation;
- repeatable experiments and measurements;
- systems that survive save/load and scale changes;
- visible results suitable for building in public;
- avoiding premature architecture that has not been tested by gameplay.
## How to use this roadmap
Each milestone should produce five outcomes:
1. **Concept learned** — the Godot or simulation topic being studied.
2. **Playable proof** — behavior a player can observe or influence.
3. **Reusable artifact** — a system, pattern, benchmark, or tool.
4. **Exit test** — an objective condition for calling the milestone complete.
5. **Retrospective** — what worked, what failed, and what should change.
Do not advance because files exist. Advance when the exit test passes.
The current implementation has completed ResourceNode migration through player
parity, the Jajce scaffold/navigation proof, and the mandatory architecture
gate below. See
[ADR 0001](decisions/0001-simulation-authority-boundary.md).
## Mandatory architecture gate
This gate sits between the first Jajce terrain/navigation proof and substantial
beauty work, inventories, schedules, relationships, or population growth.
It requires:
- an explicit deterministic simulation clock;
- controlled, seedable random streams;
- a headless fixed-seed scenario runner and final-state checksum;
- versioned serializable records for current NPC, village, and resource state;
- authoritative resource amounts and reservations outside scene nodes;
- stable action/profession IDs and initial definitions;
- separate action selection, execution, target resolution, and visual travel;
- an active-world adapter for navigation facts and NPC position synchronization.
The gate is complete when the same scenario produces the same checksum without
loading `main.tscn`, and loading or unloading a visual does not change
authoritative NPC or resource state.
**Status: complete.** All architecture-gate slices are implemented:
- `SimulationClock` advances explicit fixed ticks while preserving remainder;
- NPC decisions and visual wander requests use controlled per-NPC random
streams derived from an exported simulation seed;
- a headless scenario verifies same-seed equality, different-seed divergence,
and a final-state checksum without loading `main.tscn`.
- versioned JSON records capture and restore current NPC, village, resource,
clock, and RNG state;
- a save-at-tick-24 continuation test matches an uninterrupted 48-tick
checksum and rejects unsupported schema versions.
- `SimulationManager` owns resource records and all amount/reservation
mutation; ResourceNode binds by stable ID as presentation and interaction
geometry;
- an unload/rebind regression proves resource state remains authoritative while
its scene node is absent.
- stable StringName IDs and validated custom resources define all current
actions and professions;
- NPC duration/preference logic, resource target metadata, generation, and
serialized references resolve through the definition registry.
- focused selection, execution, and target-resolution systems now own their
respective rules;
- ActiveWorldAdapter supplies loaded-world facts, while WorldViewManager only
supplies visual position and executes emitted travel requests.
- active movement synchronizes into authoritative NPC position state;
- persisted travel destinations let visuals unload/reload without changing
actions, targets, reservations, positions, RNG state, or checksums.
The fixed-seed scenario runs without `main.tscn`, and visual lifecycle
invariance is covered headlessly. See
[the action system architecture](ACTION_SYSTEM_ARCHITECTURE.md),
[the simulation definitions](SIMULATION_DEFINITIONS.md) and
[the simulation state schema](SIMULATION_STATE_SCHEMA.md).
## Three vertical slices
The long-term vision contains three major risks. Validate them separately before
trying to combine the full game.
### A. Simulation slice
A small village runs autonomously, exposes understandable decisions, creates
history, and produces interesting failures without scripted quests.
### B. Action slice
Movement, interaction, melee combat, companions, and small-group commands are
fun in an isolated test environment.
### C. World slice
One village, one route, and part of a town exchange people, goods, information,
and conflict while the player moves between simulation fidelity levels.
The simulation garden is the first slice. A combat sandbox should begin before
the simulation is “finished,” because combat feel is a separate high-risk
problem.
## Continuous learning practices
### Keep a decision record
For meaningful architectural choices, record:
- problem;
- constraints;
- options considered;
- decision;
- consequences;
- conditions that would justify revisiting it.
This can later become a `docs/decisions/` collection. Do not create records for
trivial edits.
### Maintain reproducible scenarios
Important behaviors should have fixed seeds and known initial state:
- normal village day;
- food shortage;
- blocked workplace;
- exhausted worker;
- path failure;
- NPC death;
- relationship conflict;
- migration or faction pressure.
Scenarios make debugging, videos, balancing, and performance comparisons easier.
### Measure before optimizing
Maintain a small benchmark ledger:
| Measurement | Example |
| --- | --- |
| Population | 10, 100, 1,000, 10,000 data-only agents |
| Simulated duration | one day, season, or year |
| Wall-clock runtime | total and per simulated tick |
| Update count | decisions and scheduled events processed |
| Memory | state and history footprint |
| Active visuals | navigation/animation cost |
| Determinism | final-state checksum for a known seed |
### Pair systems with presentation
Every systems milestone should answer: “How can a viewer see this happening?”
Every visual milestone should answer: “Which real state does this represent?”
## Milestone 0 — Baseline and observability
### Learn
- Godot project execution and scene-tree inspection;
- debugger, profiler, monitors, and remote scene tree;
- structured logging and debug overlays;
- establishing behavioral and performance baselines.
### Build
- a simulation pause, single-step, speed control, and reset;
- selectable NPC debug panel;
- current need, task, task state, target, and task score display;
- deterministic scenario seed entry;
- concise event feed separate from verbose console logging;
- baseline performance capture for the existing three-NPC prototype.
### Reusable artifact
A simulation debug console/overlay and scenario runner.
### Exit test
From the running game, a developer can select any NPC and explain:
- what it is doing;
- why it selected that task;
- where it is going;
- when the task should complete;
- what state will change on completion.
The same seed and commands produce the same early simulation result.
## Milestone 1 — Simulation/presentation boundaries
### Learn
- `Node`, `RefCounted`, and `Resource` responsibilities;
- signals versus direct calls;
- dependency direction;
- scene composition;
- typed GDScript and stable identifiers.
### Build
- explicit simulation clock outside frame-dependent rules;
- stable IDs for NPCs and locations;
- serializable state records separated from immutable definitions;
- an adapter interface between simulation and active visual NPCs;
- smaller managers with focused responsibilities;
- removal of direct task-string-to-marker coupling from the core.
### Reusable artifact
A minimal headless-capable simulation kernel with a Godot presentation adapter.
### Exit test
The village can advance without instantiating `NpcVisual` scenes. Loading or
unloading an NPC visual does not change the authoritative NPC state.
## Milestone 2 — Data-driven needs, professions, and actions
### Learn
- custom `Resource` definitions;
- utility AI and consideration curves;
- action preconditions, effects, duration, and interruption;
- dependency injection through definitions;
- debugging decision scores.
### Build
- need definitions;
- profession definitions;
- action definitions for eat, rest, gather food, gather wood, patrol, and study;
- target discovery independent of hard-coded scene paths;
- utility considerations with full reason traces;
- reservations so multiple NPCs do not unrealistically claim one resource or
workstation;
- explicit task failure and replanning behavior.
### Reusable artifact
A generic action-selection system that can evaluate defined actions against
agent and world state.
### Exit test
A new profession and action can be added primarily through definitions and a
small effect implementation. The inspector shows the winning score and rejected
alternatives. NPCs recover from invalid or unavailable targets.
## Milestone 3 — One complete material economy
The staged replacement of abstract task zones begins with
[the ResourceNode migration plan](RESOURCE_NODE_MIGRATION.md).
### Learn
- inventories and item stacks;
- ownership, storage, reservations, and transactions;
- production recipes;
- world interaction points;
- consistency and invariant testing;
- structured economic events as authoritative facts.
### Build
Implement one honest food chain:
```text
source -> gather/harvest -> carry -> store -> retrieve -> prepare/eat
```
Include:
- item definitions;
- personal and building inventories;
- location-based storage;
- physical carrying for active NPCs;
- abstract transfer for distant agents;
- reservation and cancellation;
- spoilage only if it improves the initial loop;
- player participation in the same resource rules;
- structured gather, transfer, consume, deny, and depletion events carrying
stable actor, target, location, and resource IDs.
Wood extraction already exists. Do not build a deeper wood production chain
until the food chain is coherent.
### Reusable artifact
Inventory, reservation, transaction, and production primitives.
### Exit test
Every consumed unit of food can be traced to a source and a sequence of actions.
No resource is created or destroyed except through an explicit, inspectable
rule. A shortage is visible before the aggregate UI reports it.
## Milestone 4 — Attractive simulation garden
The detailed environment and public-demo sequence is maintained in
[the build-in-public visual slice plan](BUILD_IN_PUBLIC_PLAN.md).
### Learn
- Terrain3D regions, sculpting, texturing, LOD, and instancing;
- environment lighting, fog, sky, and post-processing;
- modular scene construction;
- navigation generation and validation;
- water and vegetation presentation;
- performance budgets for environment art.
### Build
- a compact Jajce-inspired valley composition;
- ridge landmark, river/waterfall feature, bridge, mill area, farm, forest,
homes, and workplaces;
- warm painterly environment treatment;
- replace capsules with simple stylized, animation-ready characters;
- readable profession props/colors;
- day/night presentation;
- cinematic/debug display toggle;
- stable navigation across all required work routes.
### Reusable artifact
A terrain/world-building pipeline and environment performance checklist.
### Exit test
A short clip communicates the setting, player perspective, NPC professions, and
one production loop without narration or console output. The environment stays
inside the agreed frame-time and memory budget on the development machine.
## Milestone 5 — Time, schedules, and persistence
### Learn
- authoritative game time;
- calendar and scheduled events;
- serialization and schema versioning;
- save migration;
- restoring active scenes from data;
- deterministic random streams.
### Build
- time-of-day and calendar;
- work, meal, sleep, and discretionary schedule blocks;
- simulation event queue;
- versioned save format;
- save/load for people, inventories, tasks, locations, and village state;
- state validation after loading;
- separate random streams where useful.
### Reusable artifact
A versioned world-state persistence layer and simulation scheduler.
### Exit test
Save during travel, work, eating, and sleep; reload each save; then verify that
the simulation resumes coherently. A deterministic headless scenario retains
the same checksum across repeated runs.
## Milestone 6 — Events, memories, and relationships
### Learn
- event sourcing concepts without overcommitting to full event sourcing;
- relationship graphs;
- knowledge versus objective truth;
- memory selection and decay;
- social utility considerations;
- tooling for history inspection.
### Build
- structured world event records;
- actor, target, witness, location, cause, and consequence links;
- relationship dimensions such as familiarity, affection, trust, fear,
obligation, and hostility;
- NPC knowledge of witnessed or communicated events;
- memory importance and retention rules;
- visible social reactions;
- person and settlement history views.
### Reusable artifact
An event/history store and relationship system with query APIs.
### Exit test
Two NPCs exposed to different evidence can hold different beliefs about the
same event. Their future choices visibly differ because of those memories and
relationships.
## Milestone 7 — Rumours and emergent opportunities
### Learn
- information propagation;
- query systems;
- narrative framing from structured facts;
- objective generation;
- consequence-aware quest state;
- natural-language presentation separated from authoritative state.
### Build
- rumour creation and transmission;
- information accuracy, secrecy, and distortion rules;
- detection of unresolved conditions;
- interested-party and capable-helper queries;
- opportunity/quest records that reference real entities and events;
- multiple valid resolution paths;
- consequence application to the source systems;
- concise dialogue/event text templates.
### Reusable artifact
An emergent opportunity generator built over world-state queries.
### Exit test
A shortage, theft, injury, debt, or disappearance creates an opportunity only
when someone knows and cares about it. Resolving it changes the originating
people, resources, relationships, and history without spawning quest-only
duplicates.
## Milestone 8 — Scalable spatial simulation and LOD
### Learn
- spatial partitioning;
- relevance and interest management;
- scheduled/batched updates;
- data layout and allocation profiling;
- active/abstract entity transitions;
- statistical aggregation boundaries.
### Build
- spatial index for people, buildings, and events;
- active, local-abstract, distant-individual, and settlement-aggregate modes;
- promotion/demotion between modes;
- abstract travel and work resolution;
- background settlement updates;
- performance harness for increasing population and history;
- safeguards preserving named people and unresolved events.
### Reusable artifact
A simulation-LOD framework with measured transition invariants.
### Exit test
The benchmark can simulate a target large population faster than real time while
a smaller active population remains fully represented. Moving an NPC between
fidelity levels preserves identity, inventory, task, relationships, and
important history.
Set the target population only after collecting baseline measurements.
## Milestone 9 — Player interaction and social agency
### Learn
- interaction targeting;
- context actions;
- UI state machines;
- dialogue presentation;
- reputation and permission systems;
- accessibility and feedback.
### Build
- inspect people, storage, workplaces, and events;
- talk, trade, help, request, employ, threaten, or report where appropriate;
- priority influence through plausible institutions rather than omniscient
sliders;
- reputation, authority, and social access;
- player participation in professions;
- feedback showing likely and actual consequences.
### Reusable artifact
A context interaction framework connected to simulation actions and authority.
### Exit test
The player can understand and resolve the simulation garden's food crisis in
multiple systemic ways without using a developer menu.
## Milestone 10 — Combat and companion sandbox
Begin this as a focused prototype before Milestones 69 are fully complete.
Integrate it only after its fundamentals feel good.
### Learn
- animation state machines and blending;
- hit detection and hurtboxes;
- root motion versus code-driven motion;
- input buffering;
- camera feedback;
- AI combat behavior;
- group commands and formations;
- combat profiling.
### Build
- isolated combat test scene;
- responsive locomotion, attacks, defense, stagger, and recovery;
- clear targeting without excessive lock-on dependence;
- one companion with understandable autonomous behavior;
- a small command vocabulary;
- morale and retreat prototype;
- simulation consequences for injury, death, witnesses, and reputation.
### Reusable artifact
A combatant state model, animation interface, damage/event model, and companion
command layer.
### Exit test
A short encounter is enjoyable when repeated without progression rewards. One
companion can be directed without constant micromanagement, and combat outcomes
produce valid world events.
## Milestone 11 — Multiple settlements, factions, and mobility
### Learn
- hierarchical simulation;
- settlement economies;
- faction goals and diplomacy;
- trade routes and migration;
- authority and governance;
- large-group command abstraction.
### Build
- one village, one travel route, and one district or edge of the city;
- movement of goods, people, rumours, and threats;
- household and workplace membership;
- faction membership and offices;
- migration and recruitment;
- small-scale leadership progression;
- settlement and faction decision processes.
### Reusable artifact
A regional simulation layer connecting local economies and social structures.
### Exit test
An event in one settlement creates measurable consequences elsewhere through
real movement or communication. The player can gain responsibility through
systemic relationships and actions rather than a fixed promotion quest.
## Milestone 12 — Integrated world slice
### Learn
- production hardening;
- content pipelines;
- onboarding complex systems;
- balancing and telemetry;
- regression testing;
- profiling representative gameplay.
### Build
- the simulation, action, and world slices connected;
- one coherent regional scenario;
- polished onboarding for observation, work, social interaction, and combat;
- save compatibility tests;
- performance budgets and regression scenarios;
- build-in-public demo mode;
- documented extraction boundaries for reusable systems.
### Reusable artifact
A proven architecture and a set of tested subsystems ready to migrate or evolve
into the production game.
### Exit test
The player can begin as an ordinary person, form relationships, participate in
the economy, encounter an emergent problem, fight or negotiate through it, and
leave persistent consequences in another settlement.
## Reuse checkpoints
At the end of each milestone, evaluate the system against this checklist:
- Does it run without the prototype's main scene?
- Are definitions separate from mutable state?
- Is state serializable and versioned where appropriate?
- Can it be tested with a fixed seed?
- Can presentation be replaced without rewriting its rules?
- Does it expose reason/debug information?
- Do measurements justify its complexity?
- Has at least one real gameplay feature exercised the API?
- Does persistent authority remain valid when its presentation node is absent?
- Can an active visual synchronize position without becoming the sole owner of
location state?
Do not extract a plugin solely because a system might be reusable. Prefer a
clear internal module until multiple real consumers establish a stable API.
## Recommended implementation order from the current repository
Completed foundations:
- finite food and wood `ResourceNode` instances;
- NPC target selection, reservation, depletion, and authoritative yield;
- player parity through the same extraction contract;
- navigation-failure recovery and an initial headless contention scenario;
- executable flat-map baseline;
- 512 m Jajce Terrain3D seed, greybox landmarks, stable-ID resource placement,
lookdev scene, and tested temporary navigation loop.
Completed after the architecture gate:
- location-based pantry state, NPC-carried food, and explicit
deposit/withdraw/consume transactions;
- a headless conservation scenario covering the complete food loop;
- deterministic structured economic events for extraction, deposit,
withdrawal, and consumption;
- persisted event identity/history and a visible carried-food prop derived
from NPC inventory;
- a validated local quicksave with bounded file size, guarded slot names,
atomic replacement recovery, F5/F9 controls, and active-visual rebuilding.
- an integrated Jajce beauty baseline with shaped Terrain3D data, a bounded
six-layer palette, atmospheric lighting, shader water, foliage motion,
building blockouts, and visible smoke/mist.
- definition-driven profession colors/props and a selected-NPC inspector fed
by real decision branches, destinations, needs, and utility scores.
The first relationship consequence slice is complete:
- directed familiarity/trust records now live in a top-level relationship
graph instead of NPC-local dictionaries;
- a successful known food-deposit event raises a hungry familiar NPC's trust
and is retained as the exact causal event ID;
- that trust can redirect ordinary patrol work toward replenishing a low pantry
for a starving acquaintance;
- the inspector displays the relationship values and completed event cause;
- schema migration, save/restore checksums, idempotence, and a neutral-control
decision test cover the complete slice.
The first witnessed-knowledge slice is also complete:
- `KnownEventStateRecord` keeps per-NPC event references separate from
objective event history;
- successful food deposits are known by their actor and nearby living NPCs at
event-record time, while distant NPCs remain uninformed;
- two equally familiar guards with different evidence now gain different trust
and choose helping versus ordinary patrol;
- the inspector resolves and displays the selected NPC's latest known fact;
- schema v6 migration, invalid-reference rejection, deterministic save/load,
and proximity/idempotence tests cover the complete slice.
The first communicated-knowledge slice is complete:
- first acquisition is persisted as performed, witnessed, communicated, or
legacy, with the direct speaker retained for communicated facts;
- a villager arriving beside an already-working villager at a shared
non-storage activity can receive one newest direct fact within 2.5 metres;
- communication references the original immutable event, changes only the
listener's knowledge/relationship consequence, and cannot relay a heard fact
again in this bounded phase;
- the inspector names who communicated the fact, and schema-v6 migration,
malformed-provenance rejection, event-history invariance, save/checksum, and
informed-choice regressions cover the complete slice.
The first importance/retention slice is complete:
- acquisition ticks order facts by when an NPC learned them rather than by the
objective event ID;
- a current relationship cause is lasting, while each NPC keeps at most three
other recent facts;
- a deterministic daily-sized review forgets recent facts at least one day old
without deleting objective event history or rolling back trust;
- communication prefers lasting direct evidence, and a source-method snapshot
keeps listener provenance valid after the teller forgets;
- the inspector shows lasting/recent counts, while schema-v7 migration,
boundary, capacity, cause-protection, save/checksum, and informed-choice
regressions cover the slice.
The compact history/reaction slice is complete:
- the selected-person inspector separates lasting-first retained memories from
the NPC's own objective event history and keeps both lists bounded;
- remembered facts show performed, witnessed, communicated, or legacy
provenance without copying authoritative events into presentation state;
- a real trust change blooms once above its observer, remains visible in
cinematic mode, and is never persisted or replayed after visual rebuild;
- ranking, forgetting/objective-history separation, observer-only routing,
checksum neutrality, restore, cinematic, and death regressions cover the
slice.
This completes the first bounded Milestone 6 evidence-to-choice presentation
path without claiming full belief simulation.
The first bounded Milestone 7 opportunity proof is complete:
- a positive NPC food withdrawal from `village_pantry`, combined with the
pantry currently being empty, is the exact shortage evidence;
- the need opens only when a living critically hungry villager knows that
event through performance, witnessing, or the existing one-hop
communication contract;
- highest hunger and then lowest stable NPC ID select one interested villager,
with at most one open pantry need;
- schema-v8 opportunity records retain stable NPC, event, storage, resource,
and resolution IDs, and protect the trigger memory while the need is open;
- an exact later NPC food deposit or player resource extraction into the
pantry resolves the same record through the real economy/event history;
- generation neither mutates the economy nor commands NPC work, and it adds no
quest-only event, acceptance, reward, dialogue, multi-hop rumour, or generic
quest framework.
The first build-in-public presentation checkpoint for that proof is also
complete:
- authoritative pantry food selects a physical empty, low, or stocked pantry
arrangement instead of leaving a generic storage crate unchanged;
- only the interested villager shows a restrained empty-bowl concern cue;
- a real NPC deposit changes the pantry props, clears concern, and produces one
brief refill response, while restore derives the stable presentation without
replaying that transient effect;
- the repeatable runtime capture now includes an empty/restocked close pair in
the established elevated third-person visual language.
The outcome-defined pantry-crisis demo loop is complete:
- `F11` reloads the authored seed and runs a measured 2030 second cinematic
sequence with the development UI hidden;
- a real final-food withdrawal and consumption leave the physical pantry empty
and open the knowledge-gated need for its worried witness;
- a trusted acquaintance selects ordinary `gather_food`, reserves and visits a
finite berry source, visibly carries its yield home, and autonomously selects
the real pantry deposit;
- that exact deposit resolves the opportunity, restores the physical stock,
clears concern, and triggers the existing refill response;
- restrained captions and a camera handoff clarify the three beats without
replacing state-driven world cues, while a runtime validator measures the
unassisted route and a headless scenario verifies its full event chain.
The second bounded Milestone 7 consumer is complete:
- patrol or study that loses its definition-backed wood cost at completion
records one zero-transfer `task_blocked` fact with stable action, woodpile,
wood, and required-amount fields, without applying the work effect;
- the performer and nearby witnesses retain that objective fact, and the
performer becomes the interested party for one `supply_missing_wood` need;
- a real later NPC wood deposit or player tree extraction into the woodpile
resolves the record through its exact existing event;
- interested-party death or evidence that remains unresolved for one simulated
day invalidates the need deterministically, emits no quest-only fact, and
releases the protected trigger memory;
- world schema v9, nested opportunity schema v2, wood-specific UI text, and
focused headless/runtime regressions preserve the full open, resolved, and
invalidated lifecycle;
- the two proven consumers now share `VillageOpportunitySystem` and the common
lifecycle fields, while their evidence and care rules remain explicit.
The first bounded capable-helper query is complete:
- an open need derives at most one living helper who knows its exact trigger,
has an existing familiar directed relationship with at least 0.6 trust toward
the interested villager, and is not that villager;
- the helper must either carry enough matching inventory to reach the target or
have a matching enabled, NPC-usable, sufficiently stocked finite resource
that is not reserved by someone else;
- ready inventory wins first, followed by higher trust, matching gather
profession, familiarity, and lowest stable NPC ID;
- `OpportunityHelperResult` exposes the exact opportunity, trigger, helper,
action, inventory source or finite-source count, resource, relationship
values, and concise reason without mutating RNG, tasks, reservations,
resources, or persisted state;
- food and wood scenarios re-derive the same result after restore, and the
village summary explains the current helper route from real simulation facts.
The first bounded autonomous helper consumer is complete:
- when an NPC becomes idle, `SimulationManager` re-derives the current helper
and passes that ephemeral result into ordinary action selection;
- only the matching helper can select the reported gather/deposit action, and
starvation, critical hunger, mourning, low energy, sleep, and meal behavior
keep precedence;
- the resulting task uses the existing definition, target resolver, finite-node
reservation, travel, extraction, inventory, and storage transaction paths;
- no helper assignment, acceptance, reward, opportunity-specific event, or RNG
draw is added, while an in-progress ordinary task continues through the
existing NPC save fields and task-start history;
- focused headless and Jajce runtime regressions prove autonomous selection,
precedence, finite-source targeting, reservation, and restore-time re-query.
The first direct information-to-help path is complete:
- at an eligible shared activity, a speaker who performed or witnessed the
active need's exact trigger discusses it before other retained direct facts;
- the transfer still references the original event, preserves the speaker and
direct source method, stops after one hop, and creates no dialogue/event copy;
- a regression places a newer unrelated fact ahead under normal ranking, then
proves active-need priority transfers only the trigger to the trusted capable
listener;
- the newly informed villager is immediately re-derived as helper and, once
idle, chooses the same ordinary autonomous gather/deposit path;
- a cardless warm-amber player HUD briefly shows the real need, named report,
helper response, and resolution. It is signal-driven, survives debug-overlay
hiding, and neither serializes nor replays after restore.
The bounded Milestone 7 player-response affordance is complete:
- an open need with no capable helper derives one ephemeral
`OpportunityPlayerResponseResult` only when its real storage target has room
and at least one matching enabled, stocked, player-usable finite source
exists;
- the result exposes the ordinary gather action, resource, destination, source
count, opportunity, and trigger IDs without selecting a waypoint, accepting a
quest, drawing RNG, or mutating simulation state;
- the existing cardless village-whisper ribbon says `YOU CAN HELP` and explains
the direct resource-to-storage interaction in one line, while the development
summary exposes the exact derived route;
- knowledge, relationship, inventory, or village-resource changes track the
derived route in both directions: a newly unassisted need can surface the
hint once, a capable helper removes it immediately, and resolution or
invalidation replaces it with the existing close beat;
- reserved resources remain honestly player-usable because the current player
extraction contract does not consume NPC reservations, while disabled,
depleted, wrong-resource, and capacity-blocked sources do not qualify;
- unit, headless lifecycle, restore/checksum, real player extraction, and Jajce
runtime regressions cover the slice without persisting or replaying HUD state.
This completes the bounded Milestone 7 simulation-garden proof. A known and
cared-about shortage now produces an inspectable opportunity whose NPC and
player responses both use the originating resource, relationship, knowledge,
and event systems rather than quest-only duplicates.
The immediate next slice should begin Milestone 8 with a deterministic headless
scaling baseline: measure tick throughput, serialized-state growth, and retained
history across increasing NPC/event counts using the current full-fidelity
simulation. Set an evidence-backed target before adding spatial partitions,
batching, or active/abstract LOD transitions.
Recently completed:
- Simulation responsibility cleanup: storage/inventory transactions now live
in `VillageEconomy`, ordered history and rate queries live in
`SimulationEventLog`, and `SimulationManager` exposes a shorter tick
lifecycle while remaining the scene-tree façade. Dead prototype APIs and
unused scene artifacts were removed, with the ownership map documented in
`ARCHITECTURE_OVERVIEW.md`.
- `F10` cinematic/debug presentation toggle that hides development UI, world
labels, and NPC name/profession labels without changing simulation state;
- `F12` repeatable simulation-garden demo reset by reloading the current scene
with the same authored seed and starting state.
- Activity-site capacity enforcement for rest, study, and patrol target
resolution, derived from NPC target claims rather than presentation-only
counters.
- Terrain3D collision/navigation hardening began: scaffold and runtime tests
now assert Terrain3D collision remains enabled, the hidden greybox ground no
longer provides physics collision, and tested navigation routes stay close to
the authored Terrain3D height field.
- The temporary greybox navigation source was replaced by a project-owned
Terrain3D-derived navigation mesh resource generated by
`tools/bake_jajce_navigation.gd`; route tests now also reject partial paths
that do not reach their requested targets.
- `Jajce Lookdev 01` is captured and reviewed with a project-owned capture
script and a daytime baseline image under `docs/baselines/`.
- `Simulation Garden 01` is captured and reviewed from `main.tscn` with paired
debug/cinematic baselines that verify live NPC visuals in the Terrain3D-backed
village.
- Runtime task glyphs preserve active NPC task intent in cinematic mode while
leaving the simulation task state authoritative.
- Runtime first-read staging now includes a presentation camera preset and
authored path strips that reveal the active village task loop.
- Landmark and work-site silhouette props make the ridge landmark, pantry,
guard, study, and rest sites easier to identify without debug labels.
- Water and foreground silhouettes strengthened: river/waterfall shaders with
multi-layer UV flow, fresnel edges, foam highlights, and sparkle; wider river
and waterfall; fortress with crenellations, three turrets, and prominent
ridge banner.
- Resource discovery expanded to 18 finite ResourceNodes across farming,
deep-forest, river-bank, and mill-adjacent contexts with scored metadata.
- NPC schedules implemented: SLEEP/MEAL/WORK/DISCRETIONARY periods driven by
simulation clock time-of-day. DayNightCycle synced to simulation clock. NPCs
walk home to designated house positions at night, sleep to restore energy,
eat at meal times, and work during the day. Starving NPCs always override
sleep to seek food.
- Starvation balance reworked: hunger ~25/day, death threshold ~3 days of
starvation (realistic ~6-7 day survival without food). Energy drain uses
exact binary fractions for lossless JSON serialization.
- Wood inventory and woodpile storage: wood now follows the same
gather→carry→deposit pattern as food. VillageWoodpile StorageNode receives
wood deposits. Village wood syncs from storage. Economic events track all
transfers. Patrol and study no longer produce benefits without paying their
one-wood cost, and utility selection avoids those actions when wood is empty.
- Action completion costs are definition-backed: patrol and study share one
stored-resource contract across selection and execution. The inspector shows
readable unavailable reasons, and a late shortfall creates a persisted
`task_blocked` fact with stable action/resource/requirement fields without
applying the work effect.
- Structured event feed: EconomicEventRecord now supports narrative events
(task started, NPC slept, NPC died) alongside economic transfers.
Per-NPC event history with human-readable descriptions exposed in the
inspector under a "Recent" timeline.
This order strengthens the simulation while regularly producing visible
progress suitable for public development updates.
## Subjects intentionally deferred
These are valuable future learning areas but should not distract from the first
complete slices:
- multiplayer authority and replication;
- procedural terrain generation;
- machine-generated freeform dialogue;
- full historical demography;
- hundreds of item recipes;
- siege-scale combat;
- sophisticated market speculation;
- native GDExtension optimization;
- custom rendering technology.
Revisit them when a completed slice demonstrates a concrete need.