Project Roadmap

The path from a core simulation to a complex, living world.

Phase 1: Core Simulation (COMPLETE)

Goal: Establish a stable, multi-threaded C# simulation with core NPC logic and a functional WebSocket server. The simulation can run headless, managing a configurable world with basic needs and buildings.

Phase 2: Client & Visualization (CURRENT FOCUS)

Goal: Develop the Unity-based client to visualize the simulation in real-time. This involves implementing a robust WebSocket client in Unity, parsing the incoming JSON data, and rendering the world and NPCs. Focus is on creating an aesthetically pleasing and performant viewer.

Phase 3: Life Cycles & Persistence

Goal: Complete the life cycle by integrating BIRTH · DEATH. NPCs will age, pass on skills (potentially), and eventually die. Buildings, relationships, and accumulated wealth will persist, exploring how legacy, generational change, and resource scarcity affect emergent behavior over long periods.

Phase 4: Economy & Labor System

Goal: Implement a full-fledged ECONOMY · JOBS system. NPCs will take on roles based on their skills and preferences, earn currency, and use it to satisfy their needs. Buildings will require resources, maintenance, and employees, introducing a layer of strategic management and trade among the populace.

Phase 5: Deep NPC Personalities & Social Fabric

Goal: Introduce SKILLS · PREFERENCES · RELATIONSHIPS (with both people and objects). NPCs will develop unique personality traits that influence their decisions, communication, and job suitability. Implement basic COMMUNICATION between NPCs to coordinate actions and form friendships/rivalries, creating deeper, more complex emergent social structures.

Phase 6: Full Inter-Communication & Influence

Goal: Upgrade the communication system to handle NEGOTIATION · PERSUASION · LARGE-GROUP COORDINATION. NPCs will be able to form and join political groups, spread rumors, and influence others' opinions and decisions, leading to emergent large-scale events like protests, policy changes, or community projects.

Phase 7: Governance & Order

Goal: Implement a system for GOVERNMENT · LAW. NPCs will interact with systems for taxation and justice. This will allow for emergent laws, crime (e.g., theft, fraud), policing, and consequences, creating complex societal order, trust, and conflict.

Phase 8: Deep Resource Production

Goal: Extend the economic loop with raw resource production. NPCs can start FARMS · RESOURCE ventures to create produce and materials. Buildings like restaurants and workshops will require real-time tracking of stock, linking consumption directly back to production for a fully closed and dynamic economy.

Phase 9: Analytics & Community Tools

Goal: Focus on the observer experience. Implement robust DATA EXPORT (API/Webhooks) and in-client ANALYTICS tools. This allows users and the community to create custom clients, build charting tools, and debug the simulation's emergent phenomena.

Phase 10: 1.0 Release

Goal: Final polish, rigorous stress testing, and official 1.0 LAUNCH. Focus on stabilization, comprehensive documentation, and establishing a core community feedback loop to prepare for future development.

Phase 11: Epilogue Echoes

Goal: The simulation does not conclude at 1.0. Listen closely. The W0RLD · C0D3 · 4G3NTS have much left to learn. 0BS3RVE.