OpenZT2 Gameplay Reimplementation

Gameplay implementation status

The 37 numbered gameplay domains are broken into 163 functional capabilities. Each capability is marked done, not done, or blocked from the current Rust implementation, recorded domain boundaries, and recent Git history. Completed domains are shown first.

145 of 163 capabilities done16 not done · 2 blocked

G07Construction interaction and historyDone4/4 capabilities done
  • DoneConstruction tool and cursor stateTyped tool selection and cursor facts are implemented.
  • DoneAtomic multi-domain construction transactionsPrepare, debit, apply, acknowledge, and rollback lanes are present.
  • DoneDeletion and confirmation flowsDeletion and authored confirmation actions have focused consumers.
  • DoneUndo and redo historyReversible transactions retain exact forward and inverse facts.
G08Fences, paths and portalsDone4/4 capabilities done
  • DoneFence, path, gate, and portal topologyCanonical topology entities and indexes are implemented.
  • DoneLine expansion and placement validationAuthored segment expansion and atomic validation are implemented.
  • DoneGate traversal and state changesGate state updates traversal without destroying topology.
  • DoneElevated paths, supports, and cleanupLevels, supports, and orphan cleanup are integrated.
G09Habitat containment and membershipDone4/4 capabilities done
  • DoneClosed-region habitat constructionFence changes build deterministic habitat regions.
  • DoneBreach and containment trackingContainment changes follow habitat boundary state.
  • DoneAnimal and object habitat membershipChanged transforms update direct habitat relationships.
  • DoneLand, water, and biome area summariesTerrain-derived habitat summaries are implemented.
G10Scenery and facility placementDone4/4 capabilities done
  • DoneAuthored footprints and placement previewsPreview transforms and mapped footprints share the commit rules.
  • DoneTerrain, occupancy, habitat, lock, and cost rulesPlacement validation checks the required typed predicates.
  • DoneAtomic placement and removalPlacement mutations coordinate with construction and economy.
  • DoneExact identity and occupancy through undo/redoPersistent identity and occupied cells survive reversal.
G11Animal lifecycle and familyDone4/4 capabilities done
  • DoneAnimal adoption and creationTyped adoption and spawn flows validate species and placement.
  • DoneAgeing and life-stage transitionsAge and authored life-stage transitions are implemented.
  • DoneMating, pregnancy, birth, and lineageFamily relations and deterministic reproduction state exist.
  • DoneRelease, removal, and relationship cleanupRelease and deletion clean dependent animal relationships.
G12Animal needs, welfare and suitabilityDone4/4 capabilities done
  • DoneIndependent animal needs and decayTyped need components and focused decay systems are implemented.
  • DoneHabitat suitability calculationSuitability consumes habitat and species facts.
  • DoneWelfare score and welfare bandsDerived welfare facts update from live needs and suitability.
  • DoneWelfare-driven gameplay consequencesThe native gameplay pass connected welfare facts to consumers.
G13Data-authored animal task selectionDone4/4 capabilities done
  • DoneData-authored task candidatesNative behavior records create typed task candidates.
  • DoneDeterministic scoring and selectionFixed-point scoring and stable tie ordering are tested.
  • DoneTask lifecycle, completion, and cancellationActive tasks reject stale completion and preserve typed lifecycle.
  • DoneAuthored staged outcomes and relationshipsAnimation, navigation, attachment, and outcome stages are integrated.
G14Navigation, steering and dockingDone4/4 capabilities done
  • DoneNavigation graph and route planningAgents use native navigation with focused route facts.
  • DoneSteering, avoidance, and locomotion modesGround, swim, vehicle, and flight motion use typed components.
  • DoneDocking and arrival completionDocking relationships and completion messages are implemented.
  • DoneDynamic gate and portal closuresTopology changes feed authoritative navigation closure state.
G15Food, drink and refill transactionsDone4/4 capabilities done
  • DoneFood and drink compatibilitySpecies and container compatibility rules are implemented.
  • DoneReservations and consumptionConsumption reserves and mutates direct container facts.
  • DoneNeed changes from eating and drinkingCompleted consumption updates the owning welfare facts.
  • DoneKeeper refill transactionsRefill requests and completion integrate with staff work.
G16Animal healthDone4/4 capabilities done
  • DoneDisease exposure and infectionTyped exposure and disease progression are implemented.
  • DoneVeterinary diagnosis and treatmentTreatment requests and outcomes use focused job relationships.
  • DoneEscape, rampage, tranquilizing, and recaptureExceptional animal states and recovery flows are implemented.
  • DoneDeath and dependent-state cleanupDeath finalization clears live relationships and emits consequences.
G17GuestsDone4/4 capabilities done
  • DoneGuest arrival and departureWorld-owned arrival policy creates and retires guest entities.
  • DoneGuest needs and satisfactionIndependent needs and derived satisfaction are implemented.
  • DoneDestination choice, viewing, and memoriesThe gameplay pass connected destination and bounded memory systems.
  • DoneEducation, reactions, and spending requestsGuest observations emit focused education, reaction, and economy effects.
G18EconomyDone4/4 capabilities done
  • DoneCash accounts and atomic transactionsTyped debit/credit operations reject invalid or unaffordable mutations.
  • DoneAdmission pricing and guest entryAdmission policy and payment are integrated with guest arrival.
  • DoneCommerce inventory, capacity, and salesPurchases use direct inventory/capacity facts and atomic settlement.
  • DoneFinancial history and scenario consequencesFinancial projection and typed scenario effects are implemented.
G19DonationsDone4/4 capabilities done
  • DoneDonation candidates and eligibilityGuest observations create typed donation candidates.
  • DoneDonation-box targetingCandidates resolve compatible direct donation targets.
  • DoneAtomic guest debit and zoo creditDonation settlement uses the economy operation path.
  • DoneDonation ledger and presentation factsCompleted donations retain canonical ledger facts for UI consumers.
G20StaffDone4/4 capabilities done
  • DoneStaff hiring, firing, wages, and assignmentsEmployment and assignment operations are implemented.
  • DoneTyped job creation and deduplicationJobs are entities with focused class markers and direct targets.
  • DoneJob claiming and progressAvailable staff claim compatible work and advance typed progress.
  • DoneCompletion, cancellation, and requeueCompletion and cancellation clean reciprocal relationships and allow requeue.
G22PersistenceDone5/5 capabilities done
  • DoneProfile index and profile operationsCreate, select, rename, and delete profile flows are implemented.
  • DoneSettings persistenceTyped settings are saved and restored through native records.
  • DonePopulated-zoo save and loadNative snapshot sections cover gameplay domain state and relationships.
  • DoneValidation, versioning, and failure handlingPack identity, versions, corruption, references, and capacity fail explicitly.
  • DoneScreenshot and photo exportExport operations use typed asynchronous persistence tasks.
G23ProgressionDone4/4 capabilities done
  • DoneFame and zoo ratingLive zoo facts produce deterministic progression ratings.
  • DoneAwards and duration conditionsAward progress is entity-owned and restored by persistence.
  • DoneResearch and unlock progressionResearch state and unlock consequences are implemented.
  • DoneProgression UI and scenario effectsTyped UI actions and scenario-owned consequences are connected.
G24Scenarios, campaigns, tutorials and challengesDone5/5 capabilities done
  • DoneScenario rules and objectivesNative predicates and objectives update typed scenario state.
  • DoneCampaign progression and resultsCampaign completion and result transitions are implemented.
  • DoneTutorial sequencing and notificationsTutorial steps emit focused domain requests and UI notifications.
  • DoneChallenge offers and acceptanceOffers use entity-local expiry, eligibility, and typed acceptance.
  • DoneTyped cross-domain consequencesThe completion pass replaced broad scenario dispatch with focused consumers.
G25Aquatic systemsDone4/4 capabilities done
  • DoneTank geometry and edit transactionsTank construction uses reversible typed edit facts.
  • DoneMarine-animal placement and membershipMarine placement validates capacity and tank relationships.
  • DoneWater quality, filtration, and suitabilityTank facts drive quality decay and animal suitability.
  • DoneAquatic care and broken-link cleanupCare jobs and invalid tank/home relationships are integrated.
G26Animal showsDone4/4 capabilities done
  • DoneStage schedules and show editingStages own bounded authored schedules and edit operations.
  • DonePerformer training and tricksTraining progress and trick execution use direct relationships.
  • DoneAudience acquisition and reactionsGuests join shows and receive trick-result effects.
  • DoneShow timing, results, and economyPrepare, run, cooldown, scoring, and settlement are implemented.
G27Transport and toursDone4/4 capabilities done
  • DoneCircuit, station, and track validationTransport graphs validate authored topology.
  • DoneVehicle routing and motionVehicles follow typed routes and station state.
  • DoneQueueing, boarding, riding, and disembarkingRider relationships cover the full station lifecycle.
  • DoneTour observations, fares, and cleanupBounded viewing memory and economy settlement are integrated.
G29Extinct animal recoveryDone4/4 capabilities done
  • DoneFossil discovery and collectionWeighted discovery updates one canonical collection representation.
  • DoneFossil-piece placement and assemblyPieces and assembly progress are entity-owned.
  • DoneClone validation, payment, and processClone labs coordinate prerequisites, economy, and timed progress.
  • DoneExtinct-animal creation and failure settlementSuccessful cloning requests normal animal spawn and handles failure explicitly.
G30Gestures and puzzlesDone4/4 capabilities done
  • DoneGesture stroke captureBounded cursor strokes capture begin/sample/end input.
  • DoneTemplate recognition and rejectionMapped templates produce typed recognition outcomes.
  • DonePuzzle steps, reset, failure, and completionPuzzle state is entity-local and deterministic.
  • DoneFocused puzzle consequencesPuzzle results route to named domain consumers without a general command VM.
G35Native content mapping and residencyDone4/4 capabilities done
  • DoneInstalled native pack mappingThe game maps the installed openzt2.ozp pack directly.
  • DonePack identity and format validationMissing or mismatched pack metadata is fatal.
  • DoneSelectable residency policyMapped, preload, and residency policy are supported.
  • DoneRuntime exclusion of source archivesThe engine consumes only native output.
G36Maintenance and sanitationDone5/5 capabilities done
  • DoneFacility condition and deteriorationAuthored condition facts and deterministic deterioration are implemented.
  • DoneContained waste, litter, and habitat wasteWaste facts are direct persistent entities/components.
  • DoneRepair, empty, sweep, and habitat-clean jobsFocused staff executors mutate the direct maintenance fact.
  • DoneZoo cleanliness aggregationIncremental totals derive the canonical cleanliness metric.
  • DoneMaintenance save and restorePersistence restores direct facts and rebuilds derived totals.
G01Source-driven game shellNot done5/6 capabilities done
  • DoneBoot splash, profiles, and main menuSource-driven shell boots and projects profile and menu content.
  • DonePlay-mode and map-selection navigationFreeform, challenge, and campaign routes enter the mapped selection flow.
  • DoneGlobe rotation and authored flag selectionGlobe rotation, projected flag hit areas, and shared row/flag selection are implemented.
  • DoneSelected-map details and Start eligibilitySelection updates authored details and derives whether Start is enabled.
  • Not DoneMap-type filteringThe authored biome choice does not yet filter the lower map list.
  • DoneWorld-load transition and shell exit flowsTyped load completion, return-to-menu, save continuation, and application exit routes exist.
G02Native game UINot done4/5 capabilities done
  • DoneAuthored UI tree projectionNested authored documents project to ordinary Bevy UI entities.
  • Not DoneLayout, sizing, and visual projectionCurrent screenshot comparison still records authored sizing and projection mismatches.
  • DonePointer, keyboard, focus, and activationTyped interaction, focus, hotkeys, and activation consumers are implemented.
  • DoneBindings, sliders, lists, and selected stateTyped bindings and dynamic authored controls are integrated.
  • DoneNotifications and projection failuresNotification presentation and explicit projection failure paths are implemented.
G03Device-independent inputNot done3/4 capabilities done
  • DoneKeyboard and mouse action mappingDevice events lower to typed game actions.
  • DoneController actions and focus navigationController actions and directional focus navigation are present.
  • DoneInput rebinding and persisted bindingsRebinding uses the focused input/settings ownership path.
  • Not DoneFirst-person driving controlsThe brief records authored first-person driving consumers as incomplete.
G04World instantiationNot done4/5 capabilities done
  • DoneWorld archive selection and dependency validationWorld loading validates selected native records and dependencies.
  • DoneWorld root, membership, and persistent identityWorld-owned entity membership and deterministic persistent IDs are implemented.
  • DoneTerrain, topology, and starting-object hydrationStarting terrain, paths, fences, and scenario objects hydrate from native records.
  • Not DonePrefab hierarchy and presentation hydrationPrefab hydration exists, but current in-game scene composition remains under correction.
  • DoneWorld completion, failure, and unloadTyped completion/failure and world teardown are implemented.
G05Editable terrain and waterNot done2/5 capabilities done
  • DoneMapped terrain loading and indexed samplingTerrain chunks load from native assets with indexed sampling.
  • DoneTerrain editing and reversible edit recordsMutable overlays and reversible terrain edits are implemented.
  • Not DoneTerrain rendering, materials, and tilingProjection, tiling, and material composition still differ in screenshot comparison.
  • Not DoneWater and biome surface presentationThe brief retains open terrain presentation and interaction work.
  • Not DoneComplete authored terrain-tool interactionConsumer-shaped brush and construction interactions remain open.
G06Authentic game camerasNot done2/4 capabilities done
  • DoneCamera movement, zoom, and rotationCore strategy-camera manipulation is implemented.
  • DoneCamera mode transitionsTyped transitions between supported camera modes exist.
  • Not DoneAuthentic framing and authored viewsCurrent comparisons still show framing and authored-view differences.
  • Not DoneWorld bounds and collision constraintsBounds behavior remains under active correction.
G21Information and cataloguesNot done3/4 capabilities done
  • DoneSelection and information panelsSelected-entity facts project into authored panels.
  • DoneCatalogues, filters, sorting, and typed rowsNative catalogues hydrate authored row fragments and actions.
  • DoneZoopedia content and navigationZoopedia lookup and authored navigation are implemented.
  • Not DoneFinal authored panel presentationText projection and some authored content presentation remain under screenshot correction.
G28PhotosNot done4/5 capabilities done
  • DonePhoto-mode entry and capture requestActive camera capture uses typed mode and request facts.
  • DoneGPU readback and image creationOne bounded GPU readback path creates native photo assets.
  • DoneSubject facts and challenge scoringCaptured subjects feed deterministic authored scoring.
  • DoneAlbums, move, delete, and persistenceAlbum actions and stored photo identities are implemented.
  • Not DoneAuthored caption and help textA02 does not yet identify the authored caption/help text target.
G31Immersive and special modesNot done3/4 capabilities done
  • DoneGuest and first-person mode lifecycleTyped entry and exit own controller/subject/camera relationships.
  • DoneTraining, fossil, cloning, and special modesSpecial modes validate tools and subjects atomically.
  • DoneMode-specific camera and UI projectionMode transitions connect focused camera and authored UI actions.
  • Not DoneFirst-person gate and push gameplayPhysics primitives exist, but the recovered first-person gate/push policy remains incomplete.
G32Simulation time and determinismNot done4/5 capabilities done
  • DoneAuthoritative fixed zoo clockOne deterministic tick source drives simulation.
  • DonePause and speed controlsSimulation control is authoritative over projected virtual time.
  • DoneCalendar derivationCalendar facts derive from zoo ticks and day boundaries.
  • DoneWorld seed and deterministic random streamsDomain streams derive from the canonical world seed.
  • Not DoneFinal authored time-control UIAuthored UI actions are still being refined in the working tree.
G33World environment and ambient lifeNot done3/4 capabilities done
  • DoneClimate and biome environmentWorld climate records hydrate focused environment facts.
  • DoneWeather and fog transitionsWeather and fog changes use deterministic typed state.
  • DoneAmbient fauna and environmental activityAmbient life systems are integrated.
  • Not DoneAuthentic lighting, foliage, and visual compositionScreenshot comparison still shows lighting and composition differences.
G34Display and graphics settingsNot done3/4 capabilities done
  • DoneDisplay mode, resolution, and fullscreenDisplay settings apply through the focused settings owner.
  • DoneGraphics quality and rendering optionsTyped graphics options project to renderer configuration.
  • DoneSettings persistence and rollbackAccepted settings persist and rejected changes restore prior values.
  • Not DoneFinal authored settings controlsAuthored settings-control presentation remains under visual correction.
G37Interactive physics and attachmentsNot done6/9 done · 2 blocked
  • DoneTerrain and entity fittingTerrain fit and direct entity-surface sampling are implemented.
  • BlockedTile and fence fittingNative tile and fence fitting records are not yet produced.
  • DoneRigid-body lifecycle and collision responseAvian owns bodies, colliders, sleeping, response, and teardown.
  • DoneGameplay contact facts and spatial queriesFocused contact facts and direct spatial queries are implemented.
  • DoneAttach, detach, and carryTyped relationships use direct Avian joints and cleanup.
  • DoneCollision layers, projectile events, and CCDAuthored filtering and projectile event policy are hydrated.
  • DoneCollision bounds and photo coverageValidated collider bounds feed the photo consumer.
  • BlockedRope constraints and presentationNo native rope record supplies endpoints, rest length, or presentation facts.
  • Not DoneFirst-person open-gate and push policyQuery primitives exist, but the gameplay policy is incomplete in G31.

Architecture contract

OpenZT2 runs as one Bevy game over one ECS world. Preflight compiles selected original content into one native pack; gameplay maps that pack and installs ordinary Bevy entities, components, resources, assets, and messages. The implementation targets bounded allocation, direct native-data consumption, deterministic simulation, and dependency-owned rendering, UI, audio, animation, and physics.