Map 1: rebuild Hollywood as the El Capitan landmark
Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings. Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore. Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
This commit is contained in:
1 parent
3f335481d6
commit
74dc1fdc1d
50 files changed
+1176
-100
No files matched your search
@@ -48,6 +48,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
|
||||
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
|
||||
- **Priority change (2026-11-02):** the map optimization previously planned for 0.9.5 is now the active milestone; 0.9.2 UI, 0.9.3 NPC detail, 0.9.4 textures and the 0.9.6 integration/0.10.0 release work are postponed. A pre-build NPC revisit gate (final map/lighting portraits, gear fit, P0/P1 fixes) must pass before any build/tag.
|
||||
- **Hollywood landmark map (2026-11-02):** the default venue is the real El Capitan
|
||||
Entertainment Centre block at 6840 Hollywood Blvd, not a generic brick entrance. Its
|
||||
reference/mapping notes live in `docs/hollywood-boulevard-map.md`; the map-budget test
|
||||
(`test_hollywood_geometry_stays_inside_the_map_budget`) currently measures 58,884 triangles
|
||||
across 409 meshes. The facade uses the shared smooth limestone (`stone_steps`) texture; the
|
||||
noisier granite pick was removed.
|
||||
- **Light falloff gotcha (2026-11-02):** in Godot 4.7 `omni_attenuation = 0.0` is constant
|
||||
falloff, not physical falloff. It made the night facade a flat yellow wall and the street
|
||||
lamps wash the set. All local lights now use `1.0`; the facade was retuned with 0.50/0.28
|
||||
washes, 1.3 sconces (3.0 for the Joke Shop key lantern) and 2.2 street lamps. Flashlight
|
||||
spot attenuation is also `1.0`. Do not reintroduce `0.0` as a "modern" branch.
|
||||
- **Docs validation (2026-11-02):** `python3 tools/check_docs.py` requires a README
|
||||
only in directories containing tracked files, verifies local links and requires
|
||||
every tracked image in a folder to be linked from its README. Gitignored
|
||||
@@ -650,7 +661,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
||||
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
|
||||
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
|
||||
- Headless suite is **229/229**; the windowed smokes, screenshot compare and judge pass. Remaining visual follow-ups are in `TODO.md`.
|
||||
- Headless suite is **253/253**; the windowed smokes, screenshot compare and judge pass. Remaining visual follow-ups are in `TODO.md`.
|
||||
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
|
||||
- GDScript inference trap that broke the main scene: a `var` typed as a base class
|
||||
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
|
||||
|
||||
Reference in new issue
Block a user