Vision, requirements, tech stack, and phased roadmap for the space survival game, plus Unreal-appropriate .gitignore/.gitattributes and Git LFS setup.
3.1 KiB
3.1 KiB
Roadmap
Phased so there's a playable build at the end of every phase. Each phase is a "piece" in the sense you described — build it, play it, then move to the next. Reassess ambition at each phase boundary (see 01_VISION.md).
Phase 0 — Foundations
- Install Unreal Engine 5, create the C++ project, set up Git LFS +
.gitignore. - Learn-by-building: a basic pawn that flies in open space with simple physics (no building, no planets yet).
- Empty test level, no gameplay systems yet.
- Exit criteria: you can fly a placeholder ship around an empty level.
Phase 1 — Core Ship Loop (single-player)
- One hand-built ship with hull, power source, thrusters, storage (02_REQUIREMENTS §1 MVP).
- Basic damage/repair on hull.
- One hand-authored landable zone (planet or asteroid) with on-foot movement and suit oxygen (02_REQUIREMENTS §4/§6 MVP).
- Basic resource gathering that feeds a simple inventory.
- Exit criteria: fly from a starting point, land, gather something, fly back.
Phase 2 — Construction System
- Modular grid-based building for the ship (attach/detach blocks) (§1 Core).
- Power/thrust/life-support modeled as real systems blocks contribute to.
- Exit criteria: you can meaningfully redesign your ship, not just pilot a fixed one.
Phase 3 — Space Station & Planetary Bases
- A station hub: dock, restock, respawn (§2 MVP/Core).
- Same construction system adapted for a station and for planet-anchored bases (§5 Core).
- Exit criteria: you have a home base in space and at least one on a planet.
Phase 4 — Multiplayer (session-based)
- Integrate Epic Online Services sessions.
- Replicate ship piloting, block placement, inventory, damage across clients.
- One host, invited friends join — no persistent backend yet (§7 Core).
- Exit criteria: you and a friend can fly the same ship and build together in a session.
Decision point
By here you'll know a lot more about how much solo/small-team bandwidth you have. This is the natural point to decide: stay session-based (simpler, still a complete game) or push into persistent-world territory (Phase 5+). Both are legitimate outcomes.
Phase 5 — Galaxy Expansion
- Star map UI + warp travel between multiple hand-authored systems (§3 Core).
- More planet variety (biomes, hazards) (§4 Core).
- Crafting/tech tree progression (§8 Core).
- Exit criteria: the game has a galaxy to explore, not just one system.
Phase 6 — Persistence & Procedural Galaxy (Stretch)
- Backend service + PostgreSQL for accounts and ownership.
- Seed-based procedural system/planet generation, storing only deltas.
- Server-per-system sharding, on-demand instance orchestration.
- Exit criteria: the world persists without a specific host needing to be online, and the galaxy is effectively unbounded.
Phase 7 — Scale & Polish (Stretch)
- Matchmaking, base permissions/anti-grief tooling.
- Console porting (leaning on the EOS choice made in Phase 4).
- Economy/trading, additional content.
Next step: Phase 0. Once Unreal Engine is installed and the project is created, we can start on the flight pawn and empty test level.