Reorder TODO and docs around character and map priorities
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@@ -117,6 +117,7 @@ The asset/content pipeline is part of the architecture, not an external build de
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| Gear/props | Blender flatpak + tool + bake | `npc_gear/*.glb`, `props/*.glb`, `*_ao.png` | `NpcAvatar`, `WorldBuilder` | primitive assets / generated props |
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| Surface/UI art | Python pipelines / AI-assisted references | `assets/textures/ai/game_ready/`, `assets/images/` | `SurfaceMaterials`, `UiArt` | neutral material / procedural UI |
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| Screenshots/QA | capture scripts + `scene_concepts`/`screen_designs` | `docs/screenshots/`, `docs/screens/realism/` | reviewers and CI gates | regenerate; never runtime input |
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| Local map data (planned) | OSM/3D building extract + licensed reference photos + AI/splat evaluation | derived map assets with provenance sidecars | `WorldBuilder` venue specs | current stylized venue geometry |
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| Release | Gitea workflow + build/publish scripts | platform binaries, Web zip, Desktop HQ zip | players | source build |
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Contracts that keep the pipeline replaceable:
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@@ -133,8 +134,10 @@ Characters have two authored sources and one procedural fallback. The eight-vari
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Blender library (`assets/models/blender/npc/`) is the normal presentation path; the
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older skinned `npc_base` (`assets/models/generated/npc_base.glb`) remains a frozen
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contract and fallback; `NpcAvatar`'s procedural rig is the offline last resort.
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Blender is a developer tool only — runtime, tests and CI consume committed GLBs and
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maps.
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Four crowd-variety prototypes have been built and audited locally but are not yet in
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the shipped catalogue; generator-first expansion is the active character track
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(ADR-0015). Blender is a developer tool only — runtime, tests and CI consume committed
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GLBs and maps.
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| Tool | Role | Committed artifact | Verification gate |
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| --- | --- | --- | --- |
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@@ -169,6 +172,36 @@ Evidence and detailed contracts live in [`blender-assets.md`](blender-assets.md)
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[`npc-proportion-audit.md`](npc-proportion-audit.md); command-level usage is in
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[`asset-tooling.md`](asset-tooling.md).
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### Local map development tooling (planned)
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The current venues are hand-authored procedural reconstructions in
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`src/game/world_builder.gd`. The **Local map development** track in
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[`TODO.md`](../TODO.md#local-map-development) is unversioned and planned: it will
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test whether licensed data and reference photography can replace or supplement the
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stylized geometry without moving map data, AI composition or splat rendering into
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the runtime.
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Planned stages and gates:
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| Stage | Source | Output | Gate |
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| --- | --- | --- | --- |
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| Footprints and massing | Offline OpenStreetMap extract + licence-compatible 3D building data (OSM Buildings, Overture, CityGML/LOD1–2) | Local footprint/massing scenes, extract date and query pinned | ODbL attribution/share-alike review; scale/orientation and venue-footprint comparison |
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| Reference imagery | Wikimedia Commons, own/team photos or other clearly licensed images | Reference boards and material candidates | Written author/licence/attribution, privacy redaction, no unlicensed Street View or scraped commercial imagery |
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| AI-assisted composition | Project image tooling | Palette/facade-rhythm boards and material candidates | Model/prompt/output recorded; human review; never treated as licensed map data |
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| Photoreal facade kit | Project-authored geometry and derived materials | Committed facade modules and PBR maps | WorldBuilder budget, collider/nav coverage, Compatibility-readability and screenshot review |
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| Gaussian splatting | Licensed/permissioned photo sets + pinned offline toolchain | Development-only splat, texture or proxy experiments | Per-path ADR; runtime only if performance, collision/navigation and provenance are proven |
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Contracts for any future map source:
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- Runtime consumes committed, derived assets only; no online OSM, photo or splat
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service is a build or play dependency.
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- OSM ODbL, photo licences, capture permissions and privacy redaction are recorded
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in a provenance sidecar before an asset enters the repository.
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- Collision and navigation stay mesh-based; a splat may never become the playable
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floor or the access/occlusion authority.
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- The stylized venue geometry remains the fallback until a data-backed block passes
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the venue budget, navigation, visual and provenance gates.
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### Content authoring and runtime data flow
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`ScenarioFactory` is the source of truth for the three authored venues. `tools/export_venues.gd`
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@@ -315,6 +348,7 @@ Architecture decisions are recorded as ADRs:
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- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public release.
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- Documentation drift has already occurred (release version, implemented status and obsolete plan docs); the ownership map and roadmap must be kept current in the same change as the implementation.
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- Character quality is only partly automatable: proportions, budgets and gear fit are measured, but face realism and venue-lighting readability still need the baseline/review sheets and human sign-off after any mesh, map or material change.
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- Local-map data and photo-derived assets add a second provenance and privacy risk: OSM share-alike, photo rights, faces/plates, property permission and rapidly churning splat tooling must be resolved before any derived asset ships.
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## 12. Documentation Consolidation and Ownership
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@@ -332,11 +366,12 @@ architecture document.
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| [`docs/blender-assets.md`](blender-assets.md) | Blender character/gear/prop contracts and attach points | Detailed asset contract appendix |
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| [`docs/npc-visual-review.md`](npc-visual-review.md) | NPC baseline views, acceptance criteria and ranked visual gaps | Visual-QA appendix to the character tooling section |
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| [`docs/npc-proportion-audit.md`](npc-proportion-audit.md) | Measured proportions against the stylized guide | Measurement appendix to the character tooling section |
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| [`docs/npc-model-sourcing.md`](npc-model-sourcing.md) | Character-source evaluation, licence rules and the character-development plan | Supports the character tooling section and ADR-0015 |
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| [`docs/getting-started.md`](getting-started.md) | Setup, commands, controls | Developer onboarding |
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| [`docs/RELEASING.md`](RELEASING.md) | Release checklist and CI/publishing steps | Deployment appendix to §7 |
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| [`docs/smoke-checklist.md`](smoke-checklist.md) | Manual verification script | QA appendix to §10 |
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| [`docs/development-status.md`](development-status.md) | Implemented features and current gaps | Status companion to the roadmap |
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| [`TODO.md`](../TODO.md) | Active tasks and 0.x roadmap | Planning source; no architecture duplication |
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| [`TODO.md`](../TODO.md) | Priority-ordered active tasks, unversioned development tracks and versioned roadmap | Planning source; no architecture duplication |
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| [`CHANGELOG.md`](../CHANGELOG.md) | User-facing release history | Release/version companion |
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Consolidation decisions:
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@@ -344,7 +379,7 @@ Consolidation decisions:
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- **Architecture owns the "how"** (components, contracts, data flow, constraints, quality gates); **PLAN/gameplay own the "what"**; **ADRs own the "why"**. Links replace duplicated prose.
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- **Asset and release documents remain separate** because they are command-heavy operational procedures; their architecture-relevant contracts and failure modes are summarized in §5 and §7.
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- **Completed plans are removed, not kept as competing roadmaps.** Historical graphics work is summarized by ADR-0013, the asset pipeline section and the v0.6.0 changelog; new work belongs in TODO.
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- **Status and roadmap are separate from architecture.** `docs/development-status.md` records what exists; `TODO.md` records what remains, including the 0.x gap analysis and milestone exit criteria.
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- **Status and roadmap are separate from architecture.** `docs/development-status.md` records what exists; `TODO.md` records what remains, ordered as unversioned development tracks, versioned milestones and deferred work.
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- **Documentation drift is a tracked risk:** release/version, test counts, renderer status, and stale plans must be corrected in the same commit as the change that invalidates them.
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## 13. Glossary
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