Rename Step Line to Gig Line

Update the game name in project.godot, export presets, UI/marquee/title strings, packaging (AppImage/NSIS/desktop/appdata), tools, docs, and the generated prop GLBs. Packaging assets and README screenshots are regenerated. Headless suite 209/209 and Python tooling tests pass.
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zwitschi committed 2026-11-01 12:52:17 +01:00
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@@ -75,6 +75,54 @@ Detailed plan: [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) · [AD
- [ ] Update `README.md`, `docs/architecture.md` (Level 2 gains `tools/npc_pipeline.py`), and mark ADR-0013 Accepted.
- [ ] Publish the release per `docs/RELEASING.md`.
## Visual alignment with rendered mockups
The AI-rendered references in `docs/screens/designs/` (start menu, pause, settings,
shift review, radial menu, HUD, scene views) describe the intended look of every
screen. This pass reorganizes how generated images are stored, makes the game load
the proposed interface/scene art from disk, and aligns the selection screens, HUD,
and scene visuals with those mockups — verified with
`tools/screen_designs.py compare` + `judge`.
### Storage restructure
- [ ] Decide the canonical runtime image root (e.g. `assets/images/` for UI/scene art) and record it in `MEMORY.md` and an ADR.
- [ ] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
- [ ] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/`.
- [ ] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
- [ ] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
### Documentation path updates
- [ ] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/backgrounds` resize example).
- [ ] Update `docs/architecture.md`, `PLAN.md`, and ADR-0010/0011/0012/0013 references to `docs/screens/designs/`.
- [ ] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
### Code path updates
- [ ] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
- [ ] Update GDScript `preload()` paths (`materials.gd`, `hud.gd`, `world_builder.gd`) if the game textures move.
- [ ] Update `capture_screenshots.gd` / `capture_prop_gallery.gd` output directories if captures relocate.
### Load proposed interfaces + scene art from disk
- [ ] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
- [ ] Wire the start menu and venue selection screen to use the `start_menu` scene art.
- [ ] Wire the pause overlay, settings, shift review, radial menu, and HUD chrome to their reference images.
### Align in-game visuals
- [ ] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
- [ ] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
- [ ] Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
- [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`.
### Verify against the mockups
- [ ] Regenerate the staged captures and run `screen_designs.py compare` (no gross drift).
- [ ] Run `screen_designs.py judge` and clear every `diff` verdict (target `match`/`review`).
- [ ] Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
## Future ideas (optional, not scheduled)
- [ ] Live 3D body-camera replay (the timeline is text-only today).