Rewrite NPC plans around the Quaternius base

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zwitschi committed 2026-11-05 19:43:35 +01:00
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@@ -11,7 +11,7 @@ The central design goal is simple:
The active planning order lives in [`TODO.md`](TODO.md) and [`AGENTS.md`](AGENTS.md):
1. **3D model and local map re-evaluation** — score every shipped asset, then evaluate licensed OpenStreetMap/3D data, reference-derived photoreal facades, AI-assisted composition and a Gaussian-splatting development evaluation.
2. **Character development** — crowd, age, build, hair and outfit variety on the owned procedural library, keeping the frozen NPC contract. Source evaluation and the licence decision are in [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md).
2. **Quaternius NPC base** — use the CC0 Quaternius Ultimate Modular character as the primary mesh and animation source, baked to the existing runtime contract. Source evaluation and the licence decision are in [`docs/npc-model-sourcing.md`](docs/npc-model-sourcing.md) and [ADR-0017](docs/adr/0017-quaternius-npc-base.md).
3. **Versioned release hardening** — the 0.10.0 release candidate and later semantic versions follow the unversioned development tracks.
Versions are assigned only when a track's scope is accepted into a release. Every major, minor and patch version requires a changelog entry, a local release build and artifact verification before tagging.
@@ -40,7 +40,7 @@ Versions are assigned only when a track's scope is accepted into a release. Ever
> texture/material refinement and integration checkpoint.
>
> **Current source: v0.9.8** — tagged from the same commit. The 0.10.0
> development track remains gated on the NPC overhaul, MakeHuman/local-map work
> development track remains gated on the Quaternius NPC rollout, local-map work
> and release approvals.
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
@@ -95,8 +95,9 @@ Every capture is rendered from the current build by [`tools/check_screenshots.sh
### 3D asset progress
The character, gear and prop libraries are authored procedurally in Blender and audited before use;
the sheets below track their visual progress.
The current character library is Blender-authored and audited before use. The active character
migration moves the NPC base to the CC0 Quaternius modular character; the sheets below show the
current library and will be replaced after the 12 × 6 baseline review.
| | |
| --- | --- |
@@ -131,7 +132,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.7.2 · **Language:** GDScript
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; Quaternius CC0 base migration in progress; lightweight FSMs on `NpcProfile`
- **World:** procedural `WorldBuilder` + generated prop models
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
- **Asset tooling:** `asset_pipeline.py`, `model_pipeline.py`, `npc_pipeline.py`, `blender_assets.py`, `scene_concepts.py`, `screen_designs.py`, `check_screenshots.sh`
@@ -190,8 +191,8 @@ v0.9.8 is the current source version: the character-development patch with the
and save-migration/release hardening. It sits on the 0.9.6 integration
checkpoint, 0.9.5 texture refinement, 0.9.4 NPC visual optimization, 0.9.3
UI/accessibility polish, 0.9.2 Hollywood/Joke Shop maps and the 0.9.x engine
baseline. The active priorities are the Blender NPC head/face/hand overhaul,
MakeHuman body intake and the 3D model/map re-evaluation; the 0.10.0 release
baseline. The active priorities are the Quaternius NPC base migration and the 3D
model/map re-evaluation; the 0.10.0 release
candidate follows those tracks. See
[`docs/development-status.md`](docs/development-status.md) for the implemented list
and [`TODO.md`](TODO.md) for the priority-ordered roadmap. Manual verification uses