Feature Specification

World Design

Setting — CONFIRMED

Status: draftOwner: UnassignedUpdated: 2026-08-27

Production context

Canonical sourceGDD/02-World/01-World-Design.md
Decision markers4 confirmed · 2 recommendations · 1 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

  • No explicit GDD links found.
Document contract coverage

Use these required Feature Specification areas during review. The imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Canonical GDD content

Setting — [CONFIRMED]

Modern post-apocalyptic. A contemporary world some time after a zombie outbreak collapsed society: abandoned towns, highways, gas stations, farms, military checkpoints, industrial sites. Grounded, recognizable, decayed. This setting pairs naturally with photoreal art and MetaHuman survivors.

Structure — [CONFIRMED]

  • Open world, single persistent map per server.
  • World Partition for streaming (UE5 standard) — the map is authored as one persistent level streamed by distance.
  • [CONFIRMED] large target; [TBD] exact size. Build small first (one dense region) and expand via streamed regions / Data Layers. Do not author a giant map before the core loop is proven (see ../00-Overview/02-Scope-and-Constraints.md).

Regions & POIs

The map is a set of Points of Interest (POIs) connected by traversable terrain/roads. POIs are the reason to leave base and the flashpoints for PvE/PvP.

POI type Role
Towns / suburbs Mid-tier loot, moderate zombie density
Gas stations / stores Quick scavenge stops, fuel for vehicles
Military / police sites High-tier loot, heavy zombie presence, PvP hotspots
Industrial / factories Crafting resources, boss spawn candidates
Farms / rural Food, water, low-tier safe-ish starting areas
Boss arenas / lairs Designated boss encounter locations
  • Loot/threat gradient: safer low-tier areas near spawns; richer, deadlier zones (and bosses) farther out. This gradient is the difficulty curve in an open world.
  • Build suitability: some terrain supports basing better than others; resource availability varies by region to drive movement.

Resources in the world

Day/Night & weather — [CONFIRMED] day/night cosmetic; rain wets

  • Dynamic day/night cycle for atmosphere. Night does not change zombie behavior, loot, or temperature decay in v1.
  • Implemented with a dynamic sky/lighting setup (e.g., Sun/Sky + dynamic time-of-day). Day/night stays decoupled from survival/AI tuning.
  • Rain is the exception: it applies wetness to rain-exposed pawns (visual; temperature hook [RECOMMENDATION]). Full spec: ../01-Gameplay/11-Wetness-and-Rain.md. Rain does not change zombie AI or loot in v1.
  • [RECOMMENDATION] still light night-time darker for mood; provide light sources (flashlight, fires) as QoL. Fire as a dry source is part of wetness, not a night-survival mechanic.
  • Fog, snow, and other weather types remain visual-only until separately designed.

Streaming, lighting & performance

  • Nanite for static environment geometry; Lumen for global illumination/reflections (see ../06-Art-Audio/01-Art-Direction-and-MetaHuman.md).
  • World Partition + HLODs for distant geometry; One File Per Actor (OFPA) is enabled (the project already contains __ExternalActors__ / __ExternalObjects__).
  • [RISK] photoreal open world + many players + AI hordes is heavy. Establish a performance budget early and profile continuously. Server-side, AI and replication cost dominates; client-side, Nanite/Lumen and MetaHumans dominate.

Spawning

  • Player spawn: fresh spawns at map-edge/coastal-style safe zones; respawn at owned bed/sleeping bag if available.
  • Zombie spawn: density per region via spawn volumes/managers; dynamic horde events. See ../03-Enemies/01-Zombie-Design.md.
  • Loot spawn: container-based at POIs on a respawn timer; server-authoritative.