Docs · Project
Direction
docs/direction.mdEdit on GitHub
The north star for Life Framework. Read this before choosing what to build.
docs/roadmap/ holds the scoped plan; docs/features.md holds what exists;
docs/decisions.md holds the design calls that set the taste.
What we are building
A life/roleplay framework for Arma Reforger that other communities build on, proven by a flagship server we run ourselves.
- The framework is the product: modular systems (economy, jobs, crime, police, ownership, persistence) that a server owner can host, configure, and extend without forking.
- The flagship is the proof: 1989 Everon, played by real people. It is the showcase that makes server owners want the framework and players want the servers.
- Core is era-agnostic. 1989 Everon is our content pack, not an assumption baked into systems. A modern or alternate setting must be buildable on the same core.
- Open source, MIT. We grow by adoption and reputation. The source on GitHub is MIT; the Workshop build is APL, as Bohemia's Workshop terms require. The framework is never monetized. The flagship may take cosmetic-only donations within Bohemia's policy, never gameplay advantages; other servers follow Bohemia's rules on their own.
The ambition is the most played and most built-upon mod in Arma's history. We get there by being the most playable, the most provable, and the easiest to contribute to — in that order.
What "playable" means
A build is playable when a stranger can join, understand what to do without asking anyone, and complete a loop:
- Arrive: register at the town clerk, get an ID card, read the town board. Everyone starts civilian; whitelisted players clock in as police at the station.
- Earn: take a job, gather or process, get paid in cash.
- Spend and save: shop, bank at the ATM, buy a vehicle.
- Crime: rob a till, a bank, a hospital; carry contraband.
- Consequence: police respond, arrest, fine, jail.
- Ownership: an organization, a hideout, a garage.
- Restart the server: everything a player earned is still there.
Every step works on a dedicated server with several clients, gives visible feedback for success and refusal, and is verified in the 3D world — not only by a test that calls the function.
Milestones
Each milestone ends with a public build and a filmed showcase.
| # | Milestone | Done when |
|---|---|---|
| M0 | Foundation | release/next merged; server-authority, restart, and dedicated-client fixes landed; CI + structural lint on every PR; one honest AGENTS.md. |
| M1 | Playtest Town | The DebugWorld street is a signposted test town: a sign at spawn explains the loop, every site has a sign saying what it is and how to use it, every loop above works on a dedicated server, and the visual harness proves each site from the player's view. Published on the Workshop; sessions hosted from the maintainer's PC; feedback collected through GitHub issues. |
| M2 | Living town | Four themes work on a dedicated server in the playtest village: moderation (an incident log and Game Master tools), medic (downed state, EMS, ambulance), comms (payphones, pagers, a dispatch board), and investigation (witnesses and evidence behind the vague-description wanted system). M2 closes by placing the loops in one Everon town from reusable site prefabs, on MainWorld, with a filmed tour. Outline: m2-outline. |
| M3 | Framework release | A server owner can install from the Workshop, configure from documented files, add a job or shop without writing script, and host on their own box. |
| M4 | Flagship live | A recurring public 1989 Everon server with its own community. |
Until 2026-11-08 M2 was "Flagship town": Everon placement, reusable site prefabs, and MainWorld. That work is now the closing step of M2, after the four themes are proven in the playtest village.
We do not start a milestone's features before the previous milestone's "done when" is true. New systems wait; playability does not.
How we build: AI-first
This repository assumes the contributor is an AI agent, working in parallel with other agents, and a human can still read and reason about everything.
- The contract is short and true.
AGENTS.mdis the only rulebook. A rule that is false or session-specific gets deleted, not worked around. - Every claim has proof. Tests that can go red, a CI gate on every PR, a structural lint that ratchets, and a visual harness for the 3D world.
- Work is scoped for one agent. Roadmap items are written as scopes with files, acceptance proof, and no hidden context — so a human or an agent can pick one up cold.
- Agents improve their own tools. When a session is slowed by missing tooling — the MCP, the harness, the filming rig, a validator — fixing that tool is part of the work. Each PR names the friction it hit and either fixes it or files it as a scope. Over time the loop gets faster and more accurate.
- Subtract before you add. Deleting a wrong doc, a dead script, or a test that cannot fail is progress.
Proof in the 3D world
Most mod repos stop at "it compiles". Ours proves the world plays:
- Dedicated-server suite (
tools\cli test) for logic, world seams, and restarts. - Visual harness (
agent-box/) drives a rendering session as a player: walks to every site, presses the interaction, takes screenshots, and fails on white meshes, missing actions, blank menus, or misplaced sites. - Filming harness records the same runs as video: short clips attached to PRs as visual proof, and scripted camera passes for community showcases. Both run on any machine with the game installed — the maintainer's PC today, remote playtest machines later.
Community
- The Discord and GitHub are the front door. Playtest builds come with a
guide (
docs/playtest.md) and a feedback template. - Every milestone ships with a short video made by the filming harness.
- Contributors find work in GitHub issues written as scopes. Good first scopes are small, self-contained, and carry their acceptance proof.
Not now
- New feature systems beyond the release scopes, until M1 is done.
- Rented hosting; the maintainer's PC hosts playtests for now.
- Monetization of the framework, and anything on the flagship beyond cosmetic donations.
- Scheduled and organised events (parked for a later phase).