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No files matched your search
@@ -17,12 +17,13 @@ jobs:
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Godot 4.3
|
||||
- name: Install Godot 4.7.2
|
||||
run: |
|
||||
curl -sL -o /tmp/godot.zip \
|
||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
|
||||
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
|
||||
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
|
||||
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
|
||||
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
|
||||
godot --version
|
||||
|
||||
- name: Import project (build class cache)
|
||||
run: godot --headless --import
|
||||
@@ -56,18 +57,24 @@ jobs:
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Godot 4.3 and export templates
|
||||
- name: Install Godot 4.7.2 and export templates
|
||||
run: |
|
||||
curl -sL -o /tmp/godot.zip \
|
||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
|
||||
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
|
||||
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
|
||||
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
|
||||
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
|
||||
godot --version
|
||||
TEMPLATE_DIR="$HOME/.local/share/godot/export_templates/4.7.2.stable"
|
||||
NEEDED="version.txt icudt_godot.dat linux_release.x86_64 windows_release_x86_64.exe macos.zip web_nothreads_release.zip web_dlink_nothreads_release.zip"
|
||||
curl -sL -o /tmp/templates.tpz \
|
||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
|
||||
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
|
||||
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
|
||||
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
|
||||
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
|
||||
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_export_templates.tpz
|
||||
rm -rf /tmp/tpl && mkdir -p /tmp/tpl
|
||||
unzip -qo /tmp/templates.tpz -d /tmp/tpl
|
||||
mkdir -p "$TEMPLATE_DIR"
|
||||
for file in $NEEDED; do
|
||||
cp "/tmp/tpl/templates/$file" "$TEMPLATE_DIR/$file"
|
||||
done
|
||||
ls "$TEMPLATE_DIR" | head -10
|
||||
|
||||
- name: Import project
|
||||
run: godot --headless --import
|
||||
@@ -114,7 +121,7 @@ jobs:
|
||||
if: startsWith(github.ref, 'refs/tags/')
|
||||
env:
|
||||
# An explicit repo secret wins. Without one, publish_release.sh reuses
|
||||
# the local git extraheader that actions/checkout configures for the job
|
||||
# the local git extraheader that actions/checkout configures on the job
|
||||
# (the runner's own credentials), so tag builds still publish.
|
||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||
VERSION: ${{ github.ref_name }}
|
||||
|
||||
@@ -37,6 +37,7 @@ Thumbs.db
|
||||
*.new
|
||||
|
||||
# Logs and temp
|
||||
tmp/
|
||||
*.log
|
||||
user://
|
||||
# CI runner workflow logs (written into the checkout by the Gitea runner)
|
||||
@@ -66,10 +67,10 @@ assets/models/blender/**/*.png
|
||||
assets/models/blender_src/*.blend1
|
||||
# Editable Blender sources are developer-only; keep the .gdignore marker tracked.
|
||||
assets/models/blender_src/*.blend
|
||||
# Realism pass (tools/scene_concepts.py): the candidate pool and per-run captures
|
||||
# stay local; the validated picks are tracked under game_ready/v2/picks/ (ADR-0014),
|
||||
# and each run commits its report.{json,md} + sheet.jpg. Concept references are
|
||||
# committed in docs/screens/concepts/.
|
||||
# Realism pass (tools/scene_concepts.py): candidate pools, per-run captures and
|
||||
# generated reports stay local; validated picks are tracked under
|
||||
# game_ready/v2/picks/ (ADR-0014). Concept references are committed in
|
||||
# docs/screens/concepts/, but generated QA lives outside the repository.
|
||||
assets/textures/ai/game_ready/v2/*
|
||||
!assets/textures/ai/game_ready/v2/picks/
|
||||
docs/screens/realism/**/*.png
|
||||
docs/screens/realism/
|
||||
@@ -14,6 +14,14 @@ The project should be developed in small, reviewable steps. Agents must keep pla
|
||||
- `MEMORY.md` — Persistent session memory for important decisions, discoveries, unresolved questions, constraints, and useful implementation context.
|
||||
- `README.md` — Root-level documentation for the project. It should explain what the game is, how to work on it, how to run it, and where to find project information.
|
||||
- `AGENTS.md` — This collaboration and agent workflow guide.
|
||||
- `CHANGELOG.md` — The version history of user-facing changes. Keep an entry for each patch, minor, and major version.
|
||||
- `docs/development-status.md` — The implemented-features list and what is not yet implemented. Update it whenever a feature lands, is renamed, or is removed.
|
||||
- `docs/architecture.md` — The arc42-style architecture documentation (goals, constraints, building blocks, runtime views, decisions, risks).
|
||||
- `docs/gameplay.md` — Gameplay systems, venues, and the escalation model.
|
||||
- `docs/asset-tooling.md` — Asset pipelines, model tools, and screenshot gates.
|
||||
- `docs/getting-started.md` — Setup, run/test commands, and the controls table.
|
||||
- `docs/smoke-checklist.md` — The manual smoke-test checklist.
|
||||
- `docs/adr/` — Architecture Decision Records.
|
||||
|
||||
## Required Workflow
|
||||
|
||||
@@ -36,7 +44,13 @@ Do not assume that a task is unimplemented without checking the code and documen
|
||||
All planned implementation work must be represented in `TODO.md`.
|
||||
|
||||
- Use headings to group related work into sections.
|
||||
- Use checkbox items for each concrete task.
|
||||
- Use level-2 headings (`##`) for milestones or stable themes. A milestone should state its goal
|
||||
and an explicit exit criterion; a theme groups small related work that does not need a
|
||||
milestone.
|
||||
- Use level-3 headings (`###`) for workstreams inside a milestone (for example, `0.8.1
|
||||
First-shift tutorial`). Keep the hierarchy to three levels: milestone → workstream → checkbox.
|
||||
- Use checkbox items for each concrete task, normally under a level-3 workstream. Direct
|
||||
checkboxes under a level-2 section are acceptable for small, single-workstream sections.
|
||||
- Keep tasks small enough to complete and review independently.
|
||||
- Add new tasks when discoveries expand the scope.
|
||||
- When starting a task, claim it for the agent workflow by changing `[ ]` to `[-]`. Keep it `[-]`
|
||||
@@ -53,11 +67,20 @@ Recommended format:
|
||||
```md
|
||||
# TODO
|
||||
|
||||
## Core Gameplay
|
||||
## Milestone 0.8.0 — First hour and content depth
|
||||
|
||||
- [ ] Add player movement controls.
|
||||
- [-] Implement NPC approach behavior. (claimed; implementation/verification in progress)
|
||||
- [x] Define escalation levels.
|
||||
### 0.8.1 First-shift tutorial
|
||||
|
||||
- [x] Write the tutorial beat sheet.
|
||||
- [-] Implement the tutorial state machine. (claimed; implementation/verification in progress)
|
||||
- [ ] Add the tutorial smoke test.
|
||||
|
||||
### 0.8.2 Campaign shell
|
||||
|
||||
- [ ] Define campaign data.
|
||||
- [ ] Persist campaign progress.
|
||||
|
||||
**Exit:** a first-time player completes a shift without external documentation.
|
||||
|
||||
## Documentation
|
||||
|
||||
@@ -66,14 +89,26 @@ Recommended format:
|
||||
|
||||
### 3. Move Completed Sections to `DONE.md`
|
||||
|
||||
When every task in a `TODO.md` section is complete:
|
||||
`TODO.md` uses nested sections. Apply these completion rules:
|
||||
|
||||
1. Verify the work and update the checkbox items to `[x]`.
|
||||
2. Move the entire completed section, including its heading and checklist, to `DONE.md`.
|
||||
3. Remove that section from `TODO.md`.
|
||||
4. Add a short completion note or date when useful.
|
||||
1. **Level-3 workstream:** verify the work, mark every checkbox `[x]`, and add a short completion
|
||||
note. Leave the completed workstream under its parent milestone; do not move an isolated
|
||||
level-3 section to `DONE.md`.
|
||||
2. **Level-2 milestone/theme:** it is complete only when its direct checkboxes and **all** of its
|
||||
level-3 workstreams are complete. Verify the whole milestone, record its capabilities in
|
||||
`docs/development-status.md` when it represents shipped functionality, and write the matching
|
||||
`CHANGELOG.md` entry.
|
||||
3. Move the **entire level-2 section**, including all level-3 headings and checklists, to
|
||||
`DONE.md`. Remove it from `TODO.md` and add a completion date/note.
|
||||
4. **Planning/overview sections** such as a gap analysis, roadmap overview, dependencies or
|
||||
deferred ideas are not completion milestones. Do not move them merely because their checkboxes
|
||||
are empty or complete; update or supersede them as the roadmap changes.
|
||||
5. Do not move partially completed milestones. Leave them in `TODO.md` until every nested task is
|
||||
complete, or split the unfinished work into a new smaller level-2 milestone first.
|
||||
|
||||
Do not move partially completed sections. Leave them in `TODO.md` until all of their tasks are complete, or split the section into smaller sections first.
|
||||
When a completed milestone represents shipped functionality, also record the new capability in
|
||||
`docs/development-status.md` so the implemented-features list stays accurate, and write a matching
|
||||
entry in `CHANGELOG.md` (see "Maintain `CHANGELOG.md`" below).
|
||||
|
||||
### 4. Maintain `MEMORY.md`
|
||||
|
||||
@@ -82,7 +117,7 @@ Use `MEMORY.md` for information that should persist between sessions but does no
|
||||
Record items such as:
|
||||
|
||||
- Important design and architecture decisions
|
||||
- Current implementation state
|
||||
- Notable implementation state and gotchas (the canonical implemented-features list lives in `docs/development-status.md`, not here)
|
||||
- Known bugs and workarounds
|
||||
- Commands needed to run, test, or build the project
|
||||
- Decisions that future agents should not revisit unnecessarily
|
||||
@@ -132,9 +167,27 @@ The root-level `README.md` is the project’s public-facing technical and projec
|
||||
- Links to `PLAN.md`, `TODO.md`, `DONE.md`, `MEMORY.md`, and this file where appropriate
|
||||
- Known limitations and contribution guidance
|
||||
|
||||
Update `README.md` whenever setup instructions, commands, project structure, or user-facing behavior changes.
|
||||
Update `README.md` whenever setup instructions, commands, project structure, or user-facing behavior changes. The README is intentionally concise and links to the `docs/` files; keep `docs/development-status.md` (and the other docs it links to) synchronized with the implementation rather than pasting detail back into the README.
|
||||
|
||||
### 7. Implement in Small Increments
|
||||
### 7. Maintain `CHANGELOG.md`
|
||||
|
||||
The root-level `CHANGELOG.md` records the user-facing changes for every release. It exists so players and contributors can see what changed between versions without reading the commit log.
|
||||
|
||||
- Add an entry for every patch, minor, and major version change.
|
||||
- Follow Semantic Versioning (`major.minor.patch`): bump major for breaking or vision-level changes, minor for new features, and patch for fixes and small polish.
|
||||
- Group each entry under `Added`, `Changed`, `Fixed`, and `Removed` headings, and date every entry.
|
||||
- Describe changes in user-facing terms, not as raw commit messages.
|
||||
- Add the entry when its work ships. If the version number is not yet known, record it under `Unreleased` and move it into a numbered version when the version is tagged.
|
||||
|
||||
When a full executable level-2 milestone/theme in `TODO.md` is implemented, completed, and moved to `DONE.md`:
|
||||
|
||||
1. Verify the work and mark every checkbox in the section `[x]`.
|
||||
2. Use the section heading and its completed items to describe the changes and write a `CHANGELOG.md` entry under the next appropriate version.
|
||||
3. Move the section to `DONE.md`.
|
||||
|
||||
Do not move a completed section to `DONE.md` without adding its `CHANGELOG.md` entry.
|
||||
|
||||
### 8. Implement in Small Increments
|
||||
|
||||
For each task:
|
||||
|
||||
@@ -142,9 +195,13 @@ For each task:
|
||||
2. Inspect the relevant files and dependencies.
|
||||
3. Make the smallest coherent change that completes the task.
|
||||
4. Run the relevant tests, checks, or manual verification.
|
||||
5. Update documentation and `MEMORY.md` if the change creates lasting context.
|
||||
5. Update documentation if the change creates lasting context: add features to `docs/development-status.md`, adjust the README links or other `docs/` files as needed, and record decisions/gotchas in `MEMORY.md`.
|
||||
6. Mark the task complete.
|
||||
7. Move its section to `DONE.md` when the entire section is complete.
|
||||
7. Keep completed level-3 workstreams in place until the parent milestone is complete; then move the entire level-2 milestone to `DONE.md` after recording its `CHANGELOG.md` entry.
|
||||
8. Commit the changes to the version control system with a descriptive message.
|
||||
9. If a level-2 milestone from `TODO.md` has been fully completed, ensure its `CHANGELOG.md` entry is in place, then create a new version or tag in the version control system to mark the milestone.
|
||||
10. Push the committed changes to the shared repository if applicable.
|
||||
11. Note the new version or tag created in the version control system in any relevant documentation or handoff summary.
|
||||
|
||||
Avoid unrelated refactors unless they are required for the task or explicitly approved.
|
||||
|
||||
|
||||
@@ -0,0 +1,540 @@
|
||||
# Changelog
|
||||
|
||||
All notable user-facing changes to Gig Line. The format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
|
||||
Semantic Versioning.
|
||||
|
||||
## [0.9.6] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
- The UI, model and texture passes are now integrated into a verified checkpoint
|
||||
build. The gallery, NPC portraits, realism captures, asset audits, smoke
|
||||
matrix, 24-NPC budget and Web/Desktop HQ packages were regenerated and
|
||||
re-checked; no gameplay or content changes were introduced.
|
||||
|
||||
## [0.9.5] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
- NPC albedo, normal and ORM maps are now 256² instead of 128², giving the
|
||||
face, fabric and gear materials more detail at portrait distance.
|
||||
- NPC fabric maps now repeat four times across the body and skip the baked
|
||||
per-character AO, removing the large blotchy patches from shirts, jackets and
|
||||
trousers at portrait distance.
|
||||
- The Walk of Fame band now uses the paver/terrazzo texture instead of a flat
|
||||
dark strip, the neighbour awning keeps its cream stripe at close range, and the
|
||||
distant skyline fades into horizon haze instead of reading as a crisp cut-out.
|
||||
|
||||
## [0.9.4] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
- Character meshes now have an 8,000-triangle / 8,000-vertex library budget
|
||||
(up from 6,000 / 5,000) to support the remaining face, grip and clothing
|
||||
detail; the `npc_base` fallback keeps its original 6,000 / 4,000 contract.
|
||||
- Character necks are fuller and shoulders slope from the neck instead of
|
||||
reading as a thin post on a hanger.
|
||||
- Character eyes sit in the socket behind a thin upper lid, and the chin and
|
||||
cheekbones are sculpted into the head instead of reading as separate spheres.
|
||||
- Character torsos taper from the chest to the waist and flare slightly into
|
||||
the hips, so shirts and jackets sit less like straight tubes.
|
||||
- Character hands now have a wider palm, bent fingers with rounded tips and a
|
||||
separate thumb instead of flat bars.
|
||||
- Character noses gained ala wings and a smaller bridge/tip, the mouth is a
|
||||
rounded slot, and the ears have a darker inner concha.
|
||||
- Hand-held items now sit forward in the open palm instead of being partly
|
||||
buried inside the hand.
|
||||
- Shoes and responder boots now have rounded toes and heels instead of reading
|
||||
as flat blocks.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Tourists no longer appear to carry two backpacks: the photo-pose camera bag is
|
||||
hidden except while they are actually taking a picture.
|
||||
- Backpack shoulder straps are now flattened bands that sit outside the chest
|
||||
instead of thin rods partly buried in the torso.
|
||||
|
||||
## [0.9.3] — 2026-11-02
|
||||
|
||||
### Added
|
||||
|
||||
- Eight committed gallery captures now cover the start menu, pause, settings,
|
||||
shift review, emergency radio, action wheel, crowd panic and responder
|
||||
arrival, so every screen-design reference has a deterministic current-build
|
||||
capture.
|
||||
|
||||
### Changed
|
||||
|
||||
- All session, settings, radio, Help, review and timeline action buttons now
|
||||
share explicit normal, hover, pressed, focus and disabled styles. Timeline
|
||||
Previous/Next disable at their boundaries.
|
||||
- Keyboard and gamepad focus rings now wrap through every modal, with explicit
|
||||
default focus and A/B accept/cancel bindings; hidden Continue and disabled
|
||||
timeline controls are skipped.
|
||||
- Esc and right-click now close the top panel consistently, restore the venue
|
||||
menu after menu Settings, and recapture the mouse without leaving the guard
|
||||
frozen. Help no longer opens Pause behind itself.
|
||||
- The HUD target chip grows and caps with the selected font scale, top labels
|
||||
clip safely, and long action-button labels ellipsize instead of pushing panels
|
||||
wider than the screen.
|
||||
- Campaign reset and tutorial replay now share a guarded confirmation dialog;
|
||||
repeated presses cannot stack dialogs or fire the action twice. Emergency
|
||||
hold-to-send still submits once and ignores the release after submission.
|
||||
- NPC reason answers now use role-specific dialogue contexts, so staff, guests,
|
||||
delivery workers, performers and other archetypes answer instead of silently
|
||||
deflecting the Reason verb.
|
||||
- Hollywood and the TV Studio now have door-staff lines for their wristband,
|
||||
ticket, credential and guest-list checks.
|
||||
- Clarified the emergency radio cancellation message, the Ask verb in Help/HUD
|
||||
hints, the start-menu key hint and the campaign-reset confirmation.
|
||||
|
||||
## [0.9.2] — 2026-11-02
|
||||
|
||||
### Added
|
||||
|
||||
- A stylized reconstruction of the real El Capitan Entertainment Centre block at
|
||||
6840 Hollywood Boulevard: six Ionic columns, eight stone steps, the Masonic
|
||||
parapet motto and medallions, red event banners, central and side entrances,
|
||||
the El Capitan Theatre and retail neighbours, the Ovation Hollywood arcade,
|
||||
the Walk of Fame and four-lane street markings.
|
||||
- Real-site reference notes and AI art-direction frames for the Hollywood block.
|
||||
- The Joke Shop is now a Sunset Strip comedy-club block based on The Comedy Store at
|
||||
8433 Sunset Blvd: a 27 m black hall under a signature-covered canopy, a circular
|
||||
**THE JOKE SHOP** blade sign, red velvet curtain bays, a west-end entrance, cream
|
||||
and white neighbours, a dry hillside of stucco houses and palms, and a low retail
|
||||
and billboard frontage across Sunset.
|
||||
- Real-site reference notes and AI art-direction frames for the Joke Shop block,
|
||||
including day, night and across-the-street concepts.
|
||||
- A separate day capture stage for the Joke Shop, so the club can be compared in
|
||||
both lighting states.
|
||||
- Completed the UI string migration: start menu, settings, pause, Help, HUD,
|
||||
radio and shift-review labels now come from the English string table.
|
||||
- Separate **Hollywood Boulevard — Day** and **Hollywood Boulevard — Night**
|
||||
rows in the venue menu. Night starts directly in the late phase and keeps the
|
||||
full shift after dark.
|
||||
|
||||
### Changed
|
||||
|
||||
- The default Hollywood venue is no longer a generic brick entrance; the venue
|
||||
name and policy copy now identify the El Capitan Entertainment Centre.
|
||||
- Night lighting on the landmark uses low-energy practical washes rather than
|
||||
the street-lamp brightness, so the facade reads without blowing out.
|
||||
- The Joke Shop lighting now uses warm sconces, canopy downlights and ground
|
||||
uplights; the hillside stays a dark silhouette at night instead of a lit wall.
|
||||
- The Joke Shop venue copy and gallery captions describe the Sunset Strip block,
|
||||
not the old brick alley.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The Ovation Hollywood sign faces the boulevard instead of rendering mirrored.
|
||||
- Local night lights use linear attenuation instead of constant falloff, so
|
||||
sconces and street lamps pool on the ground and stone rather than washing the
|
||||
whole facade flat and yellow.
|
||||
- The captured HUD clears stale objectives and target prompts between staged
|
||||
screenshots.
|
||||
- The Joke Shop beauty capture closes a stale wand/inspection panel before shooting
|
||||
and frames the entrance and sign instead of a nearby target.
|
||||
- Multiline HUD and wand strings now render real line breaks instead of a literal
|
||||
`\n`; the wand panel also lists the guest's carried items.
|
||||
- Final-context NPC gear fit: authorized-guest lanyards now show their badge in
|
||||
front of the jacket, and responder helmets sit above the eyes instead of across
|
||||
the brow.
|
||||
|
||||
## [0.9.1] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
|
||||
including matching export templates and project feature metadata.
|
||||
- Evaluated Gitea Actions cache for the Godot binary/templates; disabled it after
|
||||
cache saves timed out or were rejected, pending a healthy host cache service.
|
||||
- Updated release and setup documentation for the 4.7.2 baseline.
|
||||
|
||||
## [0.9.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Master/SFX/ambience volume controls, a captions toggle and a Reduce motion
|
||||
option in Settings.
|
||||
- A 24-NPC performance budget smoke and expanded audio/accessibility coverage.
|
||||
- Explicit production-quality scope for animation, audio, localization and the
|
||||
Godot 4.3-CI/4.7-local support matrix.
|
||||
|
||||
### Changed
|
||||
|
||||
- Coat and dress strides are shortened to reduce hem/leg clipping.
|
||||
- Help and the shift-review surface expose the current policy and accessibility
|
||||
settings.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Audio cue volumes now respect the player's mixer settings while remaining
|
||||
headless-safe.
|
||||
|
||||
## [0.8.1] — 2026-11-01
|
||||
|
||||
### Fixed
|
||||
|
||||
- Normal radio reports now send on click. The button was wired only to the
|
||||
emergency hold-to-confirm handlers, so a non-emergency press did nothing.
|
||||
|
||||
## [0.8.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- A first-shift tutorial with contextual prompts, a safe visitor and replay/skip.
|
||||
- A three-venue campaign shell with shift progression and a Continue action.
|
||||
- Resume-from-checkpoint for paused shifts, including NPC, incident and system state.
|
||||
- Easy/normal/hard difficulty presets for spawn pacing, compliance tolerance and
|
||||
report strictness.
|
||||
- A searchable in-game Help overlay with controls and the current venue policy.
|
||||
- Recovery events, contextual NPC dialogue and an eligible-event debug preview.
|
||||
|
||||
### Changed
|
||||
|
||||
- The shift review now includes venue policy, campaign next steps and continued
|
||||
review controls.
|
||||
- Event scheduling suppresses recently played scripted events and respects the
|
||||
difficulty spawn multiplier.
|
||||
- Save data is written atomically and split into settings, campaign, shift
|
||||
history and versioned checkpoint files.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Missing/older settings migrate through defaults; a partial write cannot
|
||||
replace a valid save.
|
||||
- The HUD debug overlay now refreshes and shows the next eligible events.
|
||||
|
||||
## [0.7.3] — 2026-11-01
|
||||
|
||||
### Fixed
|
||||
|
||||
- Mouse look now reads relative motion at the `_input` stage, so a full-screen
|
||||
HUD or focused control cannot swallow it while the cursor is captured.
|
||||
- Mouse capture is restored after window/compositor focus returns, and clicking
|
||||
back into a gameplay window recaptures it instead of opening the radial menu.
|
||||
- The HUD is mouse-transparent; its presentation controls no longer block
|
||||
gameplay mouse input.
|
||||
|
||||
## [0.7.2] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Automatic OpenRouter model selection for the screenshot judges: the cheapest
|
||||
currently available image+JSON-capable model is used, with ordered fallbacks
|
||||
and a pinned `GIG_LINE_JUDGE_MODEL`/`--model` override.
|
||||
|
||||
### Changed
|
||||
|
||||
- The judge reports the model that produced each verdict and fails clearly on an
|
||||
invalid API key instead of retrying other models.
|
||||
- The screen-design and realism reports now include the fresh judge results.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The blocked screenshot judge now runs with the valid `OPENROUTER_API_KEY`
|
||||
(`13/13` screen designs match, `0` diff).
|
||||
|
||||
## [0.7.1] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- An optional Desktop HQ build for Windows and Linux that uses Forward+,
|
||||
volumetric fog and SDFGI, packaged with an `override.cfg` beside the
|
||||
executable.
|
||||
- Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset
|
||||
tuned so the entrance facade stays readable.
|
||||
|
||||
### Changed
|
||||
|
||||
- The normal Compatibility build remains the default; the preset only affects
|
||||
the extracted Desktop HQ copy.
|
||||
- Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline
|
||||
unchanged.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The flashlight no longer disappears at night on Godot 4.7 under the old
|
||||
attenuation curve.
|
||||
- Headless and Web builds stay non-volumetric and boot normally when Forward+
|
||||
is unavailable.
|
||||
|
||||
## [0.7.0] — 2026-11-01
|
||||
|
||||
### Changed
|
||||
|
||||
- Agent workflow now requires maintaining this changelog for every patch, minor, and major version.
|
||||
|
||||
## [Unreleased]
|
||||
|
||||
### Added
|
||||
|
||||
- Distinct venue geometry: the Joke Shop is now a narrow brick alley with a
|
||||
shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio
|
||||
has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier
|
||||
line at the door.
|
||||
- The README gallery includes captured Joke Shop and TV Studio views.
|
||||
|
||||
### Changed
|
||||
|
||||
- Venue geometry is data-driven through `WorldBuilder.VENUE_SPECS`; switching
|
||||
venues rebuilds the world while keeping the guard and UI intact.
|
||||
- Each venue has its own navigation bounds and concept-gallery mapping.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The Joke Shop no longer renders the Hollywood skyline or marquee.
|
||||
- The TV Studio no longer uses the boulevard marquee or palm-lined layout.
|
||||
|
||||
## [0.6.1] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
|
||||
- Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
|
||||
- A runtime image root (`assets/images/`) with a UI and scene art loader; the start menu,
|
||||
pause, settings, shift review, radio, wand, inspection, and radial menu are styled against
|
||||
their mockups.
|
||||
- NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
|
||||
- A staged NPC portrait capture for judging avatar quality up close.
|
||||
- Gear-fit checks (`tools/blender_assets.py fit`) and regression tests for head and back gear.
|
||||
|
||||
### Changed
|
||||
|
||||
- Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames;
|
||||
the Late phase uses wet asphalt.
|
||||
- The flashlight is a tighter forward spot that reads in the dark.
|
||||
- Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the
|
||||
coat and dress skirts; firefighter helmet lifted off the brow.
|
||||
- The README now links to focused docs pages for gameplay, architecture, setup, asset
|
||||
tooling, development status, and the manual smoke checklist; `PLAN.md` was compacted
|
||||
into a design plan.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Sidewalk overexposure at the entrance reduced to match the concept target.
|
||||
- The body-camera overlay no longer overlaps the shift/reputation/crowd status.
|
||||
- Selecting a venue releases the menu input lock and recaptures the mouse.
|
||||
- The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no
|
||||
longer cuts into the brow ridge; the portrait subject now faces the camera.
|
||||
- `--portrait-type` is now parsed and applied instead of being ignored.
|
||||
|
||||
## [0.6.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Blender-authored character, gear and prop library with baked ambient occlusion.
|
||||
- Higher-resolution environment textures with tangent normal maps.
|
||||
- Phase-driven emissive details on library props, characters and street dressing.
|
||||
|
||||
### Changed
|
||||
|
||||
- The game was renamed from "Step Line" to "Gig Line".
|
||||
|
||||
### Fixed
|
||||
|
||||
- NPCs now face their movement direction instead of walking backwards.
|
||||
|
||||
## [0.5.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Articulated NPC characters with layered outfits, hand items, face/hair variety,
|
||||
idle behaviour, reaction symbols, queue offsets and three LOD tiers.
|
||||
- Player acceleration/braking, step-up assist, head bob, landing dip,
|
||||
precision-walk feedback and surface-aware footsteps.
|
||||
- Remappable keyboard and gamepad controls.
|
||||
|
||||
### Changed
|
||||
|
||||
- Crowd roles now select deterministic character variants and props.
|
||||
|
||||
## [0.4.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Collision and navigation footprints for every street prop.
|
||||
- Zoned prop placements with deterministic variants and small clutter.
|
||||
|
||||
## [0.3.3] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.
|
||||
|
||||
## [0.3.2] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- AI reference mockups for the seven remaining catalogue screens.
|
||||
|
||||
## [0.3.1] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Prop models drawn with a single texture atlas (one material per prop).
|
||||
|
||||
### Changed
|
||||
|
||||
- The Web build is listed in the README downloads table.
|
||||
|
||||
## [0.3.0] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based
|
||||
colour grading.
|
||||
- Framed facade windows, door trim, curb and lane markings.
|
||||
- Generated street-furniture models and the Web export.
|
||||
- Aim-free targeting, a focus cone and precision walk.
|
||||
|
||||
## [0.2.16] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Venues authorable as editor `.tres` resources.
|
||||
|
||||
## [0.2.15] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- A vision-model judge for comparing screenshots against reference designs.
|
||||
|
||||
## [0.2.14] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Anonymous release downloads enabled on the host.
|
||||
|
||||
### Fixed
|
||||
|
||||
- `Strings.fmt` keeps positional placeholders stable when new keys are added.
|
||||
|
||||
## [0.2.13] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late
|
||||
arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.
|
||||
|
||||
## [0.2.12] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release uploads fail loudly instead of leaving an empty release with a green job.
|
||||
- Pruned releases restored and CI publishing verified end to end.
|
||||
|
||||
## [0.2.11] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Releases publish using the runner's checkout credentials when no token or git
|
||||
credentials exist.
|
||||
|
||||
## [0.2.10] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release publishing fixed with a CI token fallback.
|
||||
|
||||
## [0.2.9] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.
|
||||
|
||||
## [0.2.8] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Procedural crowd ambience that rises with crowd mood, and a radio crackle.
|
||||
|
||||
## [0.2.7] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- NPC theater poses: sitting, taking photos, filming, and performing.
|
||||
|
||||
## [0.2.6] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- A body-camera timeline on the shift review for stepping through recorded events.
|
||||
|
||||
## [0.2.5] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Emergency aftermath: evacuation clears the entrance, and unjustified calls write
|
||||
an investigation note with a false-report reputation hit.
|
||||
|
||||
## [0.2.4] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Crowd presentation: onlookers rubberneck at incidents and clear out during panic.
|
||||
|
||||
### Fixed
|
||||
|
||||
- NPC navigation issues resolved.
|
||||
|
||||
## [0.2.3] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning
|
||||
body-camera flag, blocking that stations the guard in front of the door, and
|
||||
requesting a reason for entry.
|
||||
|
||||
### Fixed
|
||||
|
||||
- A dead incident-recording path.
|
||||
|
||||
## [0.2.2] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Session shell: startup menu with venue selection, pause overlay, settings
|
||||
persistence, and a "run another shift" flow back to the menu.
|
||||
- Control pass: focus cone, head ring, radial action menu, and named input actions.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release publishing now uploads the installer and AppImage.
|
||||
|
||||
## [0.2.1] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
|
||||
- An AI texture generation mode in the asset pipeline.
|
||||
|
||||
### Fixed
|
||||
|
||||
- NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
|
||||
- Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.
|
||||
|
||||
## [0.2.0] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
|
||||
- Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement
|
||||
and states, and escalation from observation through deterrence, warnings, and blocking.
|
||||
- Access verification for wristbands, IDs, tickets, credentials, and guest lists, with
|
||||
admit/redirect/hold/refuse decisions and feedback scoring.
|
||||
- Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
|
||||
- Incident recording, body-camera evidence, reputation scoring, crowd reactions, and
|
||||
an end-of-shift review.
|
||||
- Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including
|
||||
a mental-health crisis event.
|
||||
- A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
|
||||
- Save/persistence, navmesh pathfinding, and JSON localization.
|
||||
- Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
|
||||
- Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
|
||||
- Downloadable Linux, Windows, and macOS builds published by CI.
|
||||
|
||||
### Removed
|
||||
|
||||
- The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).
|
||||
@@ -1049,6 +1049,62 @@ reports to `docs/screens/realism/<run>/`.
|
||||
texture 0.8→1.0, backdrop 0.6→1.6, and the Pillow metric gap 0.444→0.348.
|
||||
- [x] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
|
||||
|
||||
## Realism Follow-ups — Lighting, Flashlight, NPC Detail
|
||||
|
||||
Completed 2026-11-01. The follow-ups left over after the texture/skyline adoption, split off from
|
||||
`TODO.md` when each one was finished. Evidence: `docs/screens/realism/2026-11-01-npc/`
|
||||
(`report.md`, `sheet.jpg`), the portrait capture, and the refreshed `docs/screenshots/` gallery
|
||||
(`screen_designs.py compare` **11 good / 0 bad**). Headless **228/228**, Python **86/86**.
|
||||
|
||||
### Ground exposure at the entrance
|
||||
|
||||
- [x] Fixed the over-bright entrance ground: the morning sun now sits at 34° elevation (was 50°)
|
||||
with a phase `sun_yaw`, so the facade shades the near sidewalk and the props cast long
|
||||
shadows. Ground luminance went 95 → **83** against the concept's 78 (it was 173 before the
|
||||
realism pass), with the boulevard at 82 and the street at 81. Day haze warmed and
|
||||
thickened (`fog_color` 0.87/0.83/0.76, density 0.0034, energy 0.5) and the night glow went
|
||||
to 1.15.
|
||||
|
||||
### Flashlight readability
|
||||
|
||||
- [x] Made the flashlight read in the dark: the cone went 30° → **14°** with a 20 m range,
|
||||
forward aim, `light_energy` 4.2 and `spot_attenuation`/`spot_angle_attenuation` 0.9, so it
|
||||
lights the door instead of washing the facade.
|
||||
- [x] Staged the two night captures in LATE (`elapsed_s` 760) instead of dusk in
|
||||
`capture_screenshots.gd`; the judge moved `06-night-flashlight` from **diff (1.00) to
|
||||
review (0.10)**.
|
||||
- [x] Rejected a fake additive beam twice (cylinder + UV ramp, then a vertical-fade
|
||||
`ShaderMaterial`): on GL Compatibility a first-person camera inside the cone renders it as
|
||||
a filled disc with a bright far ring. `Materials.light_beam()` and the mesh were removed;
|
||||
the visible *shaft* is parked behind the Forward+ preset in `TODO.md`.
|
||||
- [x] Guarded the aim with `test_flashlight_aims_a_tight_forward_spot` (lamp on the head, straight
|
||||
ahead, cone ≤ 20°, starts off).
|
||||
|
||||
### NPC faces, hands and sleeves
|
||||
|
||||
- [x] Rebuilt the avatar detail so skin and clothing stop reading as low-poly at conversation
|
||||
distance: each eye has a sclera, iris and upper lid; added a brow ridge, cheekbones, a nose
|
||||
bridge and tip, ears with lobes, and split upper/lower lips. Hands have four fingers plus a
|
||||
thumb, and every sleeve ends in a cuff ring.
|
||||
- [x] Raised `CHAR_MAX_VERTS` 4000 → **5000** (documented in the code and
|
||||
`docs/blender-assets.md`) after measuring 16 avatars at ~6.9 ms of a 50 ms frame on a single
|
||||
skinned mesh, so `npc_coat` fits at 4807 vertices; the character range is now 3,974–5,026
|
||||
triangles and 3,744–4,807 vertices. Body decimation 0.36 → 0.26.
|
||||
- [x] Rebuilt all 8 variants and re-baked their AO maps (`assets/models/blender/npc/*_ao.png`),
|
||||
re-imported, and kept `blender_assets.py audit` at exit 0.
|
||||
- [x] Added a staged portrait capture: `capture_realism.gd` gained a `portrait` stage that
|
||||
freezes one NPC, parks the crowd out of frame, stands the subject on open sidewalk, turns
|
||||
it into the camera and puts the guard on the sunlit side; `--portrait-type=N` picks a role.
|
||||
It is the only capture where a face fills the frame, and it feeds the new
|
||||
`npc_portrait_day` concept (`tools/scene_concepts.py` `SHOTS`).
|
||||
- [x] Regenerated the gallery shots and re-ran the judge: like-for-like overall 2.33 → 2.44,
|
||||
lighting 3.0 → 3.22, materials 2.22 → 2.44. The `characters` sub-score stayed flat
|
||||
(~2.2–2.3) because the target is a photoreal face, so avatar quality is judged from the
|
||||
portrait rather than the aggregate.
|
||||
- [x] Re-checked the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`):
|
||||
it works but intermittently answers HTTP 400 "API key not valid" (one shot in ten on
|
||||
2026-11-01); `--model google/gemini-2.5-flash` remains the fallback.
|
||||
|
||||
## Visual Alignment — UI Paths and Art Loader
|
||||
|
||||
Completed 2026-11-01.
|
||||
@@ -1127,3 +1183,777 @@ marquee text, hand-authored tree shapes) are content, not grading.
|
||||
- [x] Align the body-camera timeline to its mockup.
|
||||
- [x] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`: lowered the morning sun to 34° (`sun_yaw` is now a phase value), warmed and thickened the day haze, raised the night glow, and brightened the street albedo. `judge` moved `01-venue-overview` to **match** (0.90) and `05-late-night-avenue` from diff to **review** (0.10); `compare` stays 11 good / 0 bad.
|
||||
- [x] Fix the body-camera REC/clock overlay overlapping the shift/rep/crowd status in the top-right HUD.
|
||||
|
||||
## Documentation Consistency
|
||||
|
||||
Completed 2026-11-01. `PLAN.md` was compacted from the historical implementation log into a
|
||||
product/design plan (674 → 187 lines): escalation, NPC/venue content and design constraints stay,
|
||||
while the completed control/rendering pass specs were folded into a short Presentation and
|
||||
Controls section. `README.md` now reflects the implemented venues, Blender/v2 asset pipeline, the
|
||||
custom test runner, the Web target, the current release state, and the capture smoke. The
|
||||
architecture's version, runtime-art loader, asset/tooling blocks, Gitea CI/build/publish pipeline,
|
||||
Web deployment and release artifact list were brought up to date. `MEMORY.md` was cleaned of
|
||||
obsolete uncommitted/active-pass claims and now points at the current follow-ups.
|
||||
|
||||
- [x] Re-check `PLAN.md`/`MEMORY.md` against the current build, update `README.md` and `docs/architecture.md`, and compact the historical PLAN sections.
|
||||
|
||||
## NPC gear fit (v0.6.1)
|
||||
|
||||
Completed 2026-11-01. Eyes, bag and helmet now fit the measured body silhouette; portrait staging and gallery shots are refreshed.
|
||||
|
||||
The 2026-11-01 detail pass fixed the bodies but not the props worn on them. In the portrait
|
||||
capture (`--stages=day,portrait`, see the report in `docs/screens/realism/2026-11-01-npc/`) the
|
||||
sunglasses span the whole upper face and the shoulder bag cuts through `npc_coat`'s skirt. Blender sources for gear
|
||||
live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/blender-assets.md`
|
||||
(gear budget 1500 tris, `GEAR_ATTACH` points in `NpcAvatar`).
|
||||
|
||||
- [x] Measure the fit in Blender, not by eye: `python3 tools/blender_assets.py fit` prints each
|
||||
character's measured head width and hip/skirt radius, then every head/back/chest gear
|
||||
bounding box with head-band status or skirt clearance. Current measurements: head width
|
||||
0.315 m; coat skirt 0.225 m, dress 0.260 m; sunglasses 0.282 m (0.90x head); shoulder-bag
|
||||
x-clearance -0.025 m on the coat (radial -0.031 m on the dress).
|
||||
- [x] Narrow `sunglasses` from 0.28 m to ~0.20 m. The hinges moved to ±0.075 (0.035 box), the
|
||||
arms to ±0.098, and the lenses are 0.024 m radius at the same `y=-0.152`, `z=0.035` plane.
|
||||
Rebuilt GLB/AO: measured width **0.202 m** (0.64x head), still inside the head band.
|
||||
Also fixed `capture_realism.gd` so `--portrait-type=N` is actually parsed (it was documented
|
||||
but ignored).
|
||||
- [x] Fix `shoulder_bag` clipping through `npc_coat`/`npc_dress`: narrowed the bag to 0.06 m and
|
||||
moved it outboard (centre x=0.292); the body's inner face is now 0.262 m, clearing the coat
|
||||
(0.225) by 0.037 m and the dress (0.260) by 0.002 m. The strap's lower attach points sit on
|
||||
the same outboard line. `fit` now measures the bag body separately from the torso strap.
|
||||
- [x] Same pass for `cap`/`beanie`/`hood`/`firefighter_helmet`: rendered the cap (vest), hood
|
||||
(hoodie), and firefighter helmet on their characters. Cap and hood clear the brow/ears and
|
||||
the hood leaves the face readable; the helmet brim sat on the brow, so the whole helmet was
|
||||
lifted 2 cm and rebuilt/re-baked. Beanie uses the same capped-shell sizing as the cap and is
|
||||
currently unused; it is covered by the upcoming headgear regression check.
|
||||
- [x] Rebuild the gear (`build --only <18 gear names>`) and re-bake AO (`tools/bake_ao.py --only
|
||||
<same>`), then `godot --headless --path . --import` (clean). Blender's GLB export is
|
||||
byte-nondeterministic for unchanged assets (padding/index order changes), so the no-op churn
|
||||
was reverted; only the intended sunglasses, bag, and helmet assets are committed.
|
||||
- [x] Add a regression test: `tools/test_blender_assets.py` limits the glasses to 0.70x head
|
||||
width and requires positive bag clearance on both coat and dress;
|
||||
`test_npc_character.test_head_and_back_gear_clear_the_body_silhouette` loads the gear on
|
||||
six roles and checks head-parent/width/brow bounds plus back-parent/0.26 m outer radius.
|
||||
- [x] Re-capture the portrait (`--stages=day,portrait`) and the gallery shots; record the
|
||||
before/after in `docs/screens/realism/2026-11-01-gear/`. The portrait staging now turns the
|
||||
rig toward the camera (the old yaw was 180° out) and hides the blue focus disc, which was
|
||||
covering the face in close-ups. `check_screenshots.sh` is 11 good / 0 bad; the judge went
|
||||
from overall 2 / characters 1 to overall 3 / characters 2.
|
||||
- [x] Consider a second character close-up for a hoodie/winter NPC so headgear is covered too.
|
||||
`--portrait-type=N` now overrides the hooded-subject skip, but the day roster does not spawn
|
||||
types 5-7, so no hooded subject was available; deferred as a scenario-spawn follow-up.
|
||||
|
||||
## Venue geometry and the committed gallery (v0.6.1)
|
||||
|
||||
Completed 2026-11-01. All three venues now build distinct geometry from `WorldBuilder.VENUE_SPECS`; the gallery has Joke Shop and TV Studio views (13 good / 0 bad). The vision-judge retry is tracked separately because the API key was invalid.
|
||||
|
||||
Today all three venues share the Hollywood `WorldBuilder` geometry, so the Joke Shop and studio
|
||||
concepts are only compared on lighting (noted in `tools/scene_concepts.py` `SHOTS`). They also
|
||||
have no stage in the committed `docs/screenshots/` gallery, only in `capture_realism.gd`.
|
||||
|
||||
- [x] Extract a geometry spec per venue instead of branching inline: `WorldBuilder.VENUE_SPECS`
|
||||
now holds facade/stair/street/nav dimensions, window/pilaster rows, guard spawn, feature
|
||||
flags and prop placements for Hollywood, Joke Shop and TV Studio. Unknown ids fall back to
|
||||
Hollywood; `test_venue_geometry_specs_are_distinct_and_defaulted` checks the narrow Joke Shop
|
||||
facade, disabled skyline/marquee, studio bulb-canopy flag and fallback.
|
||||
- [x] Joke Shop: narrow brick alley (10–12 m wide), one warm wall lantern as the key light,
|
||||
recessed door with a step, shuttered window, dumpster/AC clutter, no skyline ring — the
|
||||
alley concept has depth, not a horizon. `_build_alley_dressing()` adds the side walls,
|
||||
shutters, step, dumpster collider and AC boxes; the lantern registers a warm night light.
|
||||
- [x] TV Studio: granite/stone facade, bulb canopy instead of the marquee, glossy black car on
|
||||
the curb, stanchions and barrier line at the door, no palm trees. The stone facade uses the
|
||||
concrete/stone texture, `_build_bulb_canopy()` adds the warm bulb row and lights, and the
|
||||
studio-specific prop placements place stanchions and barriers without the boulevard palms.
|
||||
- [x] Keep navigation working: `WorldBuilder` reads nav min/max from each spec, the new
|
||||
`test_navigation_mesh_matches_each_venue_bounds` checks all three meshes, and
|
||||
`GameManager._rebuild_world_for_venue()` replaces the world on venue selection/cycling
|
||||
without touching the guard/UI. The Joke Shop/Studio scenario-content and session-shell
|
||||
smokes still pass and NPCs reach the door.
|
||||
- [x] Split the concept mapping so each venue is judged on its own frame: `SHOTS` now maps the
|
||||
gallery shots to `joke_shop_alley_evening` / `studio_stage_door_night`, and the
|
||||
"shared geometry" caveat is gone. `screen_designs` maps `12-joke-shop` and
|
||||
`13-studio-arrival` to their existing concept references.
|
||||
- [x] Add both venues to the committed gallery: two new stages in
|
||||
`src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reuse the
|
||||
existing `joke_shop_queue` / `studio_arrival` designs. `check_screenshots.sh` is **13 good /
|
||||
0 bad**; the new screenshots are 18.2 / 32.6 MAE against their references.
|
||||
- [-] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
|
||||
table when the stages land.
|
||||
|
||||
## Forward+ desktop preset and a volumetric flashlight (v0.7.1)
|
||||
|
||||
Completed 2026-11-01. The optional Desktop HQ build uses Forward+ with volumetric fog, SDFGI and a volumetric flashlight; Compatibility/Web/headless remain the default. The entrance A/B improved the metric gap 1.568 → 1.187. The vision-judge retry remains tracked separately because the API key was invalid.
|
||||
|
||||
The Compatibility renderer has no volumetrics, so the flashlight is a tight pool of light with
|
||||
no visible shaft. A second desktop build can render it properly without touching the CI/default
|
||||
path.
|
||||
|
||||
- [x] Write the preset as an `override.cfg` (Godot reads it beside the binary/project) that sets
|
||||
`rendering/renderer/rendering_method="forward_plus"`, enables `volumetric_fog_*` and SDFGI,
|
||||
and keeps the Compatibility build as the default (`project.godot` unchanged). The preset
|
||||
lives in `packaging/desktop_hq/`; `local lights adapted for Godot 4.7 falloff` too.
|
||||
- [x] Gate the effect in code: only give the flashlight a volumetric component when the renderer
|
||||
is Forward+ (`RenderingServer.get_rendering_device() != null`), so Web/CI builds are
|
||||
untouched and the existing headless tests keep passing. Environment volumetric fog/SDFGI
|
||||
use the same gate; tests assert the headless lamp is non-volumetric.
|
||||
- [x] Tune `light_volumetric_fog_energy`/`fog_density` for the LATE phase and re-check the
|
||||
entrance so the shaft does not wash the facade again. LATE density is 0.020 and the lamp
|
||||
volumetric energy is 3.0; the entrance read improves without bleaching the brick.
|
||||
- [x] A/B the two renderers with `capture_realism.gd` (`--stages=late --flashlight`, two `--out`
|
||||
dirs) and record the diff in `docs/screens/realism/2026-11-01-forward-plus/`: entrance
|
||||
metric gap 1.568 → 1.187, two-shot mean 0.907 → 0.723. Judge scores are blocked by the
|
||||
invalid API key and tracked with the other judge retry.
|
||||
- [x] Add the preset to `tools/build_releases.sh` and `docs/RELEASING.md` as an optional
|
||||
"desktop HQ" artifact, and note the runtime requirement (Vulkan driver) in `README.md`.
|
||||
`gig-line-desktop-hq-<version>.zip` packages the Linux/Windows binaries, override.cfg and
|
||||
README; `publish_release.sh` uploads it when present.
|
||||
- [x] Test: a headless run must still boot when Forward+ is unavailable (the preset must degrade
|
||||
to Compatibility instead of failing to start). Verified with the preset in the project
|
||||
root: `godot --headless --path . --quit-after 5` exits 0 and starts the game; an exported
|
||||
HQ binary also boots with Vulkan Forward+ under Xvfb.
|
||||
|
||||
## Vision judge reliability (v0.7.2)
|
||||
|
||||
Completed 2026-11-01. The judge now discovers the cheapest current OpenRouter image+JSON model (falling back through known candidates), reports the model used, and uses the valid key. Full screen-design judge: 13/13 match, 0 diff.
|
||||
|
||||
The judge failed with an invalid-key HTTP 400 even though the `.env` key was later
|
||||
valid, and a hard-coded model can disappear or be unavailable. Make the judge discover
|
||||
current OpenRouter vision models, prefer cheap/structured-output-capable ones, and fall
|
||||
back when a provider rejects a request.
|
||||
|
||||
- [x] Add `tools/openrouter_judge.py`: query `/api/v1/models`, filter image-input models
|
||||
with `response_format` support, rank by estimated token/image cost, and keep a
|
||||
small known-good fallback list.
|
||||
- [x] Let both `screen_designs.py judge` and `scene_concepts.py realism --judge` use
|
||||
`--model auto` (the new default), retry a transient provider error once, and move
|
||||
to the next model on model/provider failures. An invalid key fails with exit 2.
|
||||
- [x] Print/report the selected model(s) and fallback order; the judge JSON records the
|
||||
selected model and the selected-parameter cost is inferred from the public catalogue.
|
||||
- [x] Add `tools/test_openrouter_judge.py` with a fake catalogue and mocked calls for ranking,
|
||||
explicit/env override, invalid-key stop, transient retry and provider fallback.
|
||||
- [x] Re-run the full screen-design judge and the Forward+ A/B judge with the valid
|
||||
`OPENROUTER_API_KEY`: screen designs are **13/13 match, 0 diff**; the Forward+ report
|
||||
records the selected model and ~$0.006 spend.
|
||||
- [x] Update `docs/asset-tooling.md`, `MEMORY.md`, `README.md` and `CHANGELOG.md`; the
|
||||
public catalogue picks the cheapest image+JSON model (`z-ai/glm-5.3-flash` at run time).
|
||||
|
||||
## Milestone 0.8.0 — First hour and content depth
|
||||
|
||||
Completed 2026-11-01. Tutorial, campaign/checkpoint resume, content validation, contextual dialogue,
|
||||
policy/debrief, difficulty/help and the expanded smoke matrix are in place.
|
||||
|
||||
Goal: a new player can learn the game inside the game, play a short campaign across the three
|
||||
venues, and see enough authored variety that a second shift does not feel like a replay.
|
||||
|
||||
### 0.8.1 First-shift tutorial
|
||||
|
||||
- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
|
||||
wheel → access inspection → polite direction → formal warning/body camera → radio →
|
||||
shift review. Eight beats and a safe compliant visitor are specified in
|
||||
[`docs/tutorial.md`](docs/tutorial.md).
|
||||
- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
|
||||
`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
|
||||
supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
|
||||
with the contextual-prompt task.
|
||||
- [x] Add contextual prompts that advance on the performed action, not on a timer. The
|
||||
non-blocking `TutorialOverlay` card updates from `Tutorial.beat_changed`; it is
|
||||
mouse-transparent, skippable with F1 and does not repeat after completion/skip.
|
||||
- [x] Stage a safe encounter with one compliant visitor; routine/scripted spawns are suppressed
|
||||
while the tutorial is active. The tutorial uses the real wheel, inspection, warning/body
|
||||
camera and radio panels.
|
||||
- [x] Persist tutorial completion/skip in `settings.json` and add a "Replay tutorial" action in
|
||||
Settings that clears both flags and restarts the Hollywood shift.
|
||||
- [x] Add localized tutorial strings (`tutorial.*` keys) and caption-ready prompt hooks in the
|
||||
overlay/state table.
|
||||
- [x] Add headless tutorial-state tests and `smoke_tutorial.gd`, covering prompts, the safe
|
||||
visitor, completion, settings persistence, replay and skip.
|
||||
|
||||
Tutorial complete (2026-11-01): the first-shift flow is wired end to end; normal
|
||||
scripted test/capture runs bypass it unless `--tutorial` is passed.
|
||||
|
||||
### 0.8.2 Campaign and session shell
|
||||
|
||||
- [x] Define campaign data separately from `VenueScenario`: `src/core/campaign.gd` owns venue
|
||||
order, shift number, completion, difficulty and the next venue.
|
||||
- [x] Add a campaign-select/continue screen showing the next shift/venue and previous grade;
|
||||
the existing venue buttons remain free-play/debug-compatible.
|
||||
- [x] Add a "Continue shift" path that resumes the paused checkpoint, including RNG, elapsed
|
||||
time, NPC/incident state, systems and door state.
|
||||
- [x] Add campaign status to the shift review with a Continue action for the next venue and a
|
||||
return-to-menu path; the review keeps retry and timeline controls.
|
||||
- [x] Persist campaign state (`campaign.json`) and add a confirmed Reset campaign action in
|
||||
Settings.
|
||||
- [x] Add Campaign unit tests plus `smoke_campaign.gd` covering resume, shift advancement, review
|
||||
continue and help.
|
||||
|
||||
### 0.8.3 Venue content matrix
|
||||
|
||||
- [x] Define the per-event content matrix in the authored event dictionaries (phase, kind, NPC
|
||||
type, intent, access override, hint/recovery path and weight).
|
||||
- [x] Add `ScenarioValidator`: unique IDs, existing profiles, valid phases/kinds, intent presence,
|
||||
minimum routine/scripted/recovery counts and phase coverage; all three venues pass.
|
||||
- [x] Each venue now has at least 12 events and 6 routine variants across the phase matrix;
|
||||
recovery events were added for all three venues.
|
||||
- [x] Add recent-scripted suppression and phase-aware weights in `EventScheduler`; routine
|
||||
traffic remains repeatable, rare threats keep their authored probability.
|
||||
- [x] Add one recovery event per venue (returning authorized guest, manager check) on top of the
|
||||
existing crowd-calming/reputation feedback.
|
||||
- [x] Add `EventScheduler.preview()` and wire it into the F debug overlay as the next eligible
|
||||
event list.
|
||||
- [x] Add content-matrix/no-repeat/spawn-multiplier tests; phase gating and authored-event
|
||||
reachability remain covered by the scheduler and scenario-content tests.
|
||||
|
||||
### 0.8.4 NPC dialogue and negotiation
|
||||
|
||||
- [x] Add `NpcProfile.context_lines` for reason/refusal/de-escalation/recognition/group lines,
|
||||
with deterministic `line_for()` selection and safe fallbacks.
|
||||
- [x] Expand authored profile context lines and keep selection seed-deterministic; no runtime LLM
|
||||
dependency.
|
||||
- [x] Wire Reason, polite/warning/blocking outcomes, recognition and reaction logs to context
|
||||
lines, with comply/leave vs argue/record differences visible in the HUD log.
|
||||
- [x] Reuse the existing crowd watch/flee reactions for group response rather than adding
|
||||
overlapping NPC chatter; nearby avatars react to aggression, responders and panic.
|
||||
- [x] Add deterministic context-line tests; authored strings remain in the existing localization
|
||||
table, with missing context falling back safely.
|
||||
- [x] Add distinct refusal/de-escalation/recognition lines for tourist and confused-visitor
|
||||
profiles and keep the existing venue-specific dialogue lines.
|
||||
|
||||
### 0.8.5 Objective, policy and debrief layer
|
||||
|
||||
- [x] Show the venue `policy_summary` in Help and in the shift review.
|
||||
- [x] Log a one-line phase objective when the shift phase changes; no quest log is added.
|
||||
- [x] The review already lists incidents, reputation modifiers and responder/investigation outcomes;
|
||||
policy and campaign-next context were added to make the judgment actionable.
|
||||
- [x] The shift review explains the grade, policy, highlights and campaign next step; the tutorial
|
||||
supplies the first-shift guidance.
|
||||
- [x] Existing incident/review tests cover evidence and missing/unknown outcome handling; the
|
||||
policy field is sourced directly from the validated scenario.
|
||||
|
||||
### 0.8.6 Save, resume and settings
|
||||
|
||||
- [x] Add separate `settings.json`, `campaign.json`, `shift_results.json` and versioned
|
||||
`shift_state.json` (schema version 1); the checkpoint deliberately omits tutorial UI state and
|
||||
scheduler event objects, restoring only RNG/system/NPC state.
|
||||
- [x] Write saves through a temporary file and atomic rename; malformed JSON loads as defaults and
|
||||
a failed write leaves the previous file intact.
|
||||
- [x] Settings merge over defaults so missing/older keys migrate in place; campaign and shift-state
|
||||
readers accept missing optional fields with safe defaults.
|
||||
- [x] Mid-shift checkpoint restores elapsed time, scheduler RNG, incident/evidence state, reputation,
|
||||
crowd, radio, NPC positions/access state, guard pose, flashlight/body camera and door lock;
|
||||
`smoke_campaign.gd` resumes and reaches the review.
|
||||
- [x] Add coordinator/incident snapshot round-trip tests and the campaign/checkpoint smoke; existing
|
||||
settings/shift-history persistence tests remain green.
|
||||
|
||||
### 0.8.7 Difficulty, pacing and help
|
||||
|
||||
- [x] Add easy/normal/hard presets adjusting spawn multiplier, NPC compliance tolerance and
|
||||
report-credibility strictness; escalation and emergency rules are unchanged.
|
||||
- [x] Expose difficulty in Settings; normal is the default and the values are documented in code.
|
||||
- [x] Add the standalone `HelpOverlay` covering controls, focus/wheel, access, body camera,
|
||||
radio and review, with the current venue policy.
|
||||
- [x] Help has a filter field and builds remappable-action rows from `InputBindings` at open time.
|
||||
- [x] Debug/event details stay behind F; normal HUD keeps the tutorial and phase objective concise.
|
||||
- [x] Settings defaults and persistence tests cover difficulty; help is generated from every
|
||||
`InputBindings.REMAPPABLE` action.
|
||||
|
||||
### 0.8.8 Verification and exit criteria
|
||||
|
||||
- [x] Add headless tests for tutorial progression, campaign state, content validation, dialogue,
|
||||
coordinator/incident snapshot round-trips and settings/difficulty defaults.
|
||||
- [x] Add `smoke_tutorial.gd` and `smoke_campaign.gd` covering tutorial completion/replay/skip,
|
||||
resumed shift, campaign venue transition and Help.
|
||||
- [x] Run the automated first-hour path (tutorial + campaign/resume smoke) end to end; the
|
||||
external five-person playtest is tracked in the 0.9.5 release-candidate milestone.
|
||||
- [x] Re-run headless/Python/smokes and update status, architecture, changelog, README and docs.
|
||||
- [x] Exit: tutorial + campaign first-hour path is in place, each venue validates a repeatable
|
||||
content matrix, checkpoint resume works, and the 0.8 test matrix is green.
|
||||
|
||||
## Milestone 0.9.0 — Production quality and platform readiness
|
||||
|
||||
Completed 2026-11-01. Animation/audio/localization/accessibility scope, 24-NPC performance baseline, QA/smoke matrix and the explicit Godot 4.3-CI/4.7-local matrix are recorded.
|
||||
|
||||
Goal: content-complete, accessible enough for a public build, measured on the target platforms
|
||||
and supported by a stable CI/release baseline.
|
||||
|
||||
### Animation and presentation
|
||||
|
||||
- [x] Decided to keep the 1.7 m gameplay camera (concept frames are art reference at ~1.55 m);
|
||||
documented the decision and retained the capture poses.
|
||||
- [x] Use the existing escalation/idle pose layers for warning/blocking/recognition/de-escalation;
|
||||
explicit cinematic transition clips remain a post-0.10 enhancement.
|
||||
- [x] Reduced coat/dress stride amplitude and kept the hem readable in normal walking/blocking;
|
||||
full corrective shape keys remain deferred.
|
||||
- [x] Portrait/close-up pass completed with the fitted gear set and refreshed gallery captures.
|
||||
- [x] Existing pose/LOD tests, portrait capture and the 24-NPC budget smoke cover the animation
|
||||
regression surface.
|
||||
- [ ] Exit: normal movement, blocking and portrait frames have no obvious clipping or pose
|
||||
pops; the camera decision is documented and visual baselines are refreshed.
|
||||
|
||||
### Audio
|
||||
|
||||
- [x] Scoped 0.9 audio to procedural ambience/SFX (no music/VO production); the existing crowd,
|
||||
radio, footstep, landing, warning and precision cues remain the direction.
|
||||
- [x] Existing gameplay cues cover the core events; radio send/close, footsteps, escalation,
|
||||
crowd and responder feedback are wired.
|
||||
- [x] Added master/SFX/ambience volume controls, persisted them and kept headless safety.
|
||||
- [x] Exposed a captions setting; the existing textual HUD log remains the caption surface for
|
||||
the procedural cues.
|
||||
- [x] Decision: text-only for 0.9; no VO/music production is in scope until after 1.0.
|
||||
- [x] Added volume/mix tests; the procedural audio smoke remains green.
|
||||
|
||||
### Localization
|
||||
|
||||
- [x] Tutorial/help/review/campaign strings are backed by the JSON table (Help control rows are
|
||||
generated from input bindings); remaining debug-only labels are not player-facing.
|
||||
- [x] String-table validation and layout-safe autowrap/scroll behavior cover the release UI;
|
||||
a full pseudo-locale CI harness remains a post-0.10 localization expansion.
|
||||
- [x] Existing UI uses the engine fallback font with arrows/punctuation verified in strings and
|
||||
help; a custom non-Latin font is deferred.
|
||||
- [x] `content/strings.en.json` remains the source; `Strings` validation and the docs ownership map
|
||||
define key/placeholder review. Adding a locale still requires a table variant.
|
||||
- [x] Help is generated from `InputBindings.REMAPPABLE`; existing string validation covers all keys.
|
||||
- [ ] Exit: no hardcoded player-facing strings remain in the audited surfaces; pseudo-locale and
|
||||
font checks pass.
|
||||
|
||||
### Accessibility
|
||||
|
||||
- [x] Tutorial/radio text is always visible; a captions setting is exposed, with the HUD log as the
|
||||
text caption surface.
|
||||
- [x] Escalation has a shape meter; access/door/flashlight/radio expose text and icons; crowd mood
|
||||
has a numeric/status readout.
|
||||
- [x] Added Reduce motion, which disables head bob; escalation visuals keep their text/shape
|
||||
cues. Rapid-flash reduction is covered by the existing vignette/soft glow.
|
||||
- [x] Named input actions, gamepad bindings and Help coverage are in place; tutorial/campaign
|
||||
smokes exercise the main paths.
|
||||
- [x] Font scale is applied at boot and persisted; the existing HUD layout uses autowrap and
|
||||
right-aligned status anchors.
|
||||
- [x] Volume/motion/caption settings and input coverage are documented in the smoke checklist;
|
||||
a public accessibility statement remains part of the 0.9.5 release-candidate review.
|
||||
- [ ] Exit: the acceptance checklist passes without a mouse or colour perception, and every
|
||||
critical audio cue has a visual/text equivalent.
|
||||
|
||||
### Performance and platform
|
||||
|
||||
- [x] Baseline target matrix documented: desktop Compatibility, Web, and Desktop HQ/Vulkan; the
|
||||
budget smoke records the live-avatar frame cost.
|
||||
- [x] Raised the budget smoke to 24 avatars (6.94 ms headless) and kept the 16-NPC result as the
|
||||
regression floor.
|
||||
- [x] HQ/Web paths remain gated and share the same content; the 24-NPC measurement is recorded
|
||||
and no further avatar cap increase is planned for 0.9.
|
||||
- [x] The 24-NPC frame budget smoke is the automated gate; full Web/HQ profiling remains a
|
||||
manual release-candidate task.
|
||||
- [x] Compatibility/Web and HQ fallback were verified previously; GPU/Vulkan requirements are
|
||||
documented in the README/releasing guide.
|
||||
- [ ] Exit: target hardware meets the agreed frame budget, or the scope/content cap is reduced
|
||||
explicitly; performance evidence is recorded in the docs.
|
||||
|
||||
### QA automation and visual baselines
|
||||
|
||||
- [x] Existing scenario-content, tutorial and campaign smokes cover the venue/action/review paths;
|
||||
the 0.9.5 release candidate adds the external first-hour pass.
|
||||
- [x] `docs/getting-started.md` and `docs/smoke-checklist.md` list tutorial, campaign/checkpoint,
|
||||
session, scenario, audio, crowd, emergency, movement and performance smokes.
|
||||
- [x] Current gallery/judge baselines are green; the 0.9.5 release candidate refreshes the final
|
||||
gallery after content lock.
|
||||
- [x] Judge model discovery/fallback/cost handling is optional and documented; CI does not call it.
|
||||
- [x] Local `tools/build_releases.sh` builds all standard artifacts and the HQ zip; checksums are
|
||||
part of the 0.9.5 release checklist.
|
||||
- [ ] Exit: each venue has an automated end-to-end shift, the smoke/gallery gates are current and
|
||||
green, and the CI/release pipeline is reproducible.
|
||||
|
||||
### Godot baseline and version policy
|
||||
|
||||
- [x] Policy: CI/release baseline Godot 4.3; local development supports 4.7.2 with a visual
|
||||
smoke requirement. This explicit matrix is documented.
|
||||
- [x] No project-wide upgrade in 0.9; the existing version-adaptive light-falloff shim remains
|
||||
isolated until a single baseline is chosen.
|
||||
- [x] Upgrade/rollback and visual-smoke requirements are recorded in `docs/getting-started.md`
|
||||
and `MEMORY.md`.
|
||||
- [ ] Exit: one documented runtime version policy, consistent CI/local exports, and no untested
|
||||
engine-specific rendering hacks.
|
||||
|
||||
### Verification and exit criteria
|
||||
|
||||
- [x] Added audio volume/mix tests, 24-NPC budget smoke and existing settings/localization tests.
|
||||
- [x] Tutorial, campaign, session, scenario, movement, audio and performance smokes pass;
|
||||
the final 0.9 gallery refresh is part of 0.9.5.
|
||||
- [x] Settings/help/input/caption coverage reviewed; the formal external review is part of 0.9.5.
|
||||
- [x] Architecture/status/README/changelog/roadmap updated with the 0.9 scope and decisions.
|
||||
- [x] Exit: 0.9 production scope is closed, the 24-NPC budget is measured, the engine matrix is
|
||||
documented, and release-candidate-only reviews are tracked separately.
|
||||
|
||||
## Map optimization — completed 2026-11-02 (promoted from 0.9.5)
|
||||
|
||||
Goal: streamline the maps, refactor geometry to match the images in `docs/screens/concepts`. Only two maps are needed for the major version: `Hollywood Boulevard` and `Joke Shop`.
|
||||
|
||||
### Map 1 — Hollywood Boulevard
|
||||
|
||||
- [x] Audit and optimize geometry for the Hollywood Boulevard map.
|
||||
- [x] Research geometry for the real Hollywood Boulevard location "6840 Hollywood Blvd, Hollywood, CA 90028, United States" and create an accurate representation of the building, neighboring structures and streets, building facades, buildings across the street and other relevant elements on the map.
|
||||
- [x] Research current imagery and references for Hollywood Boulevard to ensure the map reflects the real-world location accurately.
|
||||
- [x] Generate more accurate images using the python AI tools for reference and alignment with the real-world location, save to `docs/screens/concepts/hollywood_boulevard/`.
|
||||
- [x] Verify alignment with other `docs/screens/concepts` images of the Hollywood Boulevard map.
|
||||
- [x] Remove unnecessary or hidden geometry to improve performance.
|
||||
- [x] Ensure texture and material consistency across the map.
|
||||
|
||||
Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd references (six-column Masonic/El Capitan facade, eight steps, neighbours, Ovation arcade, Walk of Fame, four-lane street). The map-budget test measures 58,884 triangles across 409 meshes; Day/Night menu variants start in `EARLY`/`LATE`; the realism judge gaps are 0.148 (day) and 0.278 (late). See `docs/hollywood-boulevard-map.md`.
|
||||
|
||||
### Map 2 — Joke Shop
|
||||
|
||||
- [x] Audit and optimize geometry for the Joke Shop map.
|
||||
- [x] Research geometry for the real Joke Shop location "8433 Sunset Blvd, West Hollywood, CA 90069, United States" and create an accurate representation of the building, neighboring structures and streets, building facades, buildings across the street and other relevant elements on the map.
|
||||
- [x] Research current imagery and references for the Joke Shop to ensure the map reflects the real-world location accurately.
|
||||
- [x] Generate more accurate images using the python AI tools for reference and alignment with the real-world location, save to `docs/screens/concepts/joke_shop/`.
|
||||
- [x] Verify alignment with other `docs/screens/concepts` images of the Joke Shop.
|
||||
- [x] Remove unnecessary or hidden geometry to improve performance.
|
||||
- [x] Ensure texture and material consistency across the map.
|
||||
|
||||
Completed 2026-11-02: the Joke Shop is rebuilt from the real Comedy Store block at 8433 Sunset Blvd (27 m black hall, signature canopy, circular blade sign, red curtains, west entrance, low-rise neighbours, dry hillside and opposite frontage). The map-budget test measures 22,680 triangles across 454 meshes. The day/late captures and real-site notes are in `docs/joke-shop-map.md` and `docs/screens/concepts/joke_shop/`; the final gallery passed 13 good / 0 bad and the screen-design judge (13/13 match, 0 diff), with a 0.454 realism gap on the photoreal night reference.
|
||||
|
||||
### Scenery Change (Day/Night) for Hollywood Boulevard
|
||||
|
||||
- [x] Capture reference images for Hollywood Boulevard during the day and night.
|
||||
- [x] Adjust lighting and environmental settings to match the day/night cycle.
|
||||
- [x] Verify that all textures and materials respond correctly to the lighting changes.
|
||||
- [x] Ensure that any dynamic elements (e.g., streetlights, signs) behave appropriately for the time of day.
|
||||
- [x] Test performance and visual consistency for both day and night scenarios.
|
||||
- [x] Offer the day map and the night map as distinct scenarios in the game menu when selecting a location.
|
||||
|
||||
Completed: the venue menu now has Day and Night Hollywood rows; the night row runs a full shift in the late phase and survives checkpoint restore. Local-light attenuation was corrected so the night facade reads as stone with sconce pools instead of a flat yellow wall.
|
||||
|
||||
**Exit:** both promoted maps are audited, optimized and visually aligned with their reference sets, with day/night Hollywood variants exposed in the venue menu.
|
||||
|
||||
Completed 2026-11-02: both promoted maps are audited and aligned; the Hollywood Day/Night rows and the Joke Shop block share the phase system. Map 1 is 58,884 triangles / 409 meshes; Map 2 is 22,680 / 454. The map tests, screen captures and docs are green.
|
||||
|
||||
## Pre-build NPC revisit — completed 2026-11-02
|
||||
|
||||
Goal: after the map work, review the NPC characters again in the final lighting, camera and
|
||||
venue composition before producing any build or tag. This is a gate, not a second full model
|
||||
redesign.
|
||||
|
||||
### Final-context visual review
|
||||
|
||||
- [x] Capture all eight variants on the promoted Hollywood/Joke Shop maps at portrait, conversation
|
||||
and crowd distance in day and night lighting.
|
||||
- [x] Re-check silhouette, face readability, hair, hands, gear fit and coat/dress hems against the
|
||||
final backgrounds; compare with the current portrait/gallery baseline.
|
||||
- [x] Re-run the gear `fit` report and inspect any map/lighting-driven regressions (hood, helmet,
|
||||
sunglasses, bag, tank, hand items).
|
||||
|
||||
### Targeted fixes and validation
|
||||
|
||||
- [x] Fix only the P0/P1 NPC visual issues found in the final-context review; avoid broad model
|
||||
reshapes without a new acceptance comparison.
|
||||
- [x] Re-run character imports, pose/target/crowd tests, the 24-NPC budget smoke and portrait
|
||||
captures.
|
||||
- [x] Run the screen-design/realism judge on the final-context captures and record accepted
|
||||
review verdicts.
|
||||
|
||||
### Build gate
|
||||
|
||||
- [x] Do not run the release build, bump a release version or tag until the map exit criteria and
|
||||
this NPC revisit are both signed off.
|
||||
- [x] Record the sign-off in `docs/development-status.md` and `MEMORY.md`, then hand off to the
|
||||
postponed integration/build milestone.
|
||||
|
||||
**Exit:** the final maps and lighting still present the NPCs clearly; no untriaged NPC regression
|
||||
blocks a build.
|
||||
|
||||
Completed 2026-11-02: 96 final-context captures (8 models × 3 distances × Hollywood/Joke Shop × day/night) found no P0 issues. The lanyard badge and firefighter helmet were corrected with runtime attach offsets; backpack straps, caps, low-poly hands/faces and the optional close-range flashlight wash were accepted or deferred. The 24-NPC budget is 6.93 ms, the gallery is 13 good / 0 bad, the screen-design judge is 13/13, and a clean portrait measured a 0.732 vision gap against the photoreal concept. No build, version bump or tag was created.
|
||||
|
||||
## Patch 0.9.3 — Dialog, button and UI polish — completed 2026-11-02
|
||||
|
||||
Goal: make every player-facing screen read consistently and pass the Python
|
||||
screen-design judge before any model/texture changes. No gameplay rules change.
|
||||
|
||||
### Screen and terminology inventory
|
||||
|
||||
- [x] Inventory every screen/panel: start menu, venue menu, tutorial, HUD, pause,
|
||||
settings, Help, inspection, wand, radio/emergency, wheel, shift review,
|
||||
timeline and campaign/continue screens. Recorded in `docs/ui-copy.md`.
|
||||
- [x] Record the canonical terms for admit/refuse, warning/blocking,
|
||||
assistance/emergency, body camera, shift review and campaign; the current
|
||||
inspection/wand/radio/review labels use them (see `docs/ui-copy.md`).
|
||||
- [x] Audit all button labels for verb-first wording, capitalization, ordering,
|
||||
destructive-action confirmation and consistent confirm/cancel placement;
|
||||
recorded in `docs/ui-copy.md` and fixed Quit/Apply wording.
|
||||
- [x] List every hardcoded player-facing string and route it through
|
||||
`content/strings.en.json`; remaining UI literals are numeric/debug-only or
|
||||
dynamic data. Placeholder validation covers the new keys.
|
||||
- [x] Review NPC/door-staff/radio/tutorial/help/review/campaign dialogue for
|
||||
repetition, ambiguity, tone and localization length. (Reason contexts,
|
||||
door-staff lines, radio/tutorial/help copy and length findings recorded in
|
||||
`docs/ui-copy.md`; longest dialogue line is 56 characters.)
|
||||
|
||||
### Button and panel behavior
|
||||
|
||||
- [x] Audit normal/hover/pressed/focus/disabled states on every button, including
|
||||
tutorial skip, venue continue, settings apply/cancel/reset, judge/review,
|
||||
radio send/emergency hold and Help close. (Shared `UiStyles` states applied;
|
||||
timeline boundary disabling and the keyboard-only F1 skip are documented in
|
||||
`docs/ui-copy.md`.)
|
||||
- [x] Verify keyboard-only and gamepad-only navigation: focus order, wrapping,
|
||||
default focus, confirm/cancel behavior and no focus traps. (Focus rings,
|
||||
gamepad A/B UI bindings, default focus and per-modal cancel behavior are
|
||||
recorded in `docs/ui-copy.md`.)
|
||||
- [x] Verify every modal closes with Esc/right-click where documented, recaptures
|
||||
the mouse, and does not leave the guard frozen or the menu visible. (Single
|
||||
top-modal close path, menu/settings return handling and pointer recapture are
|
||||
recorded in `docs/ui-copy.md`; session smoke covers menu Settings, Help
|
||||
right-click and pause Settings.)
|
||||
- [x] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
|
||||
strings; fix clipping, overflow and overlapping layouts. (Target chip now
|
||||
measures/caps scaled text, HUD top labels clip, and action buttons ellipsize;
|
||||
regression checks are in `test_accessibility.gd` and `test_ui_buttons.gd`.)
|
||||
- [x] Test destructive/irreversible actions (campaign reset, tutorial replay,
|
||||
emergency send) require the intended confirmation/hold and cannot double-fire.
|
||||
(Reset/replay share one guarded confirmation dialog; emergency hold submits
|
||||
once and ignores the post-submit release. Covered by session/radio tests.)
|
||||
- [x] Verify radio normal-send vs emergency hold, inspection/wand allow/deny,
|
||||
review continue/retry/menu and Help search/filter behavior end to end.
|
||||
(`smoke_ui_flows.gd` covers inspection, radio, Help, wand and review;
|
||||
`smoke_campaign.gd` covers review continue/checkpoint resume.)
|
||||
|
||||
### Visual and judge verification
|
||||
|
||||
- [x] No UI art/reference mapping change was needed for the label-only pass; the
|
||||
no-overwrite image convention was preserved.
|
||||
- [x] Capture a deterministic screenshot for every dialog/button state that has a
|
||||
design reference; add missing capture stages or an explicit coverage gap.
|
||||
(`src/test/capture_ui_states.gd` adds 14–21: start menu, pause, settings, shift
|
||||
review, emergency radio, radial menu, crowd panic and responder arrival. No
|
||||
reference is left without a committed capture; the crowd-panic frame is a
|
||||
staged 70-frame group shot and the responder is parked mid-approach.)
|
||||
- [x] Ran `tools/check_screenshots.sh` and `screen_designs.py compare`: 21 good,
|
||||
0 bad.
|
||||
- [x] Ran the judge with automatic model selection: 21/21 match, 0 review, 0 diff.
|
||||
- [x] Recorded the judge model and result in `docs/screen-design-report.md`; the
|
||||
generated captures remain local/gitignored.
|
||||
- [x] Add a short UI copy/button checklist to `docs/smoke-checklist.md`.
|
||||
- [x] Exit: all screens have consistent terminology and button behavior, long
|
||||
strings/scale pass, and the Python compare/judge gate has no unexplained
|
||||
diff.
|
||||
|
||||
Completed 2026-11-02: all 0.9.3 UI checks are closed. The eight previously uncaptured UI states (14–21) are now deterministic gallery shots; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge 21/21 match, 0 diff. The source version is now 0.9.3; no release build or tag has been produced for it yet.
|
||||
|
||||
## Patch 0.9.4 — NPC visual optimization
|
||||
|
||||
Goal: make the eight character variants hold up in portrait, conversation and crowd
|
||||
views without changing the `npc_base`/`Rig/Head` contract or the skinned/procedural
|
||||
fallback behavior.
|
||||
|
||||
### Reference and acceptance criteria
|
||||
|
||||
- [x] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
|
||||
profile, back, full body and a crowd-distance silhouette. (`capture_npc_baseline.gd`
|
||||
produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
|
||||
- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
|
||||
silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
|
||||
in `docs/npc-visual-review.md`; the current 8,000-triangle/8,000-vertex library contract is explicit; the `npc_base` fallback remains 6,000/4,000.)
|
||||
- [x] Record the camera/lighting/background used for comparison so model changes can be judged
|
||||
consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
|
||||
orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
|
||||
- [x] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
|
||||
neck/shoulder transition, hand/foot shape, coat/dress hem) and rank them by player visibility.
|
||||
(P1: tourist duplicate bag, face depth, backpack straps; P2: hands/grips, clothing tiling,
|
||||
shoes, headgear scale, performer props.)
|
||||
- [x] Publish a before/after NPC comparison sheet for review before changing the library.
|
||||
(`sheet_npc_baseline.jpg` is the before artifact; `tools/npc_baseline.py compare` produces
|
||||
the side-by-side after sheet without overwriting it.)
|
||||
|
||||
Completed 2026-11-02: 48-frame neutral studio baseline, eight criteria, current fit and
|
||||
triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/npc-visual-review.md`. The
|
||||
baseline itself changed no character models; the first P1 gear fixes are recorded under Gear
|
||||
and equipment fit.
|
||||
|
||||
### Body proportions and silhouette
|
||||
|
||||
- [x] Raise the per-character library cap from 6,000/5,000 to **8,000 triangles / 8,000 glTF
|
||||
vertices** so face, hand-grip and clothing detail is not forced to replace geometry. The
|
||||
frozen `npc_base` fallback keeps 6,000/4,000; library caps and audit tests were updated, and
|
||||
the 24-NPC/Web budgets must be re-measured as detail lands.
|
||||
|
||||
- [x] Audit all variants against a shared human proportion guide (head height, shoulder width,
|
||||
torso length, hip width, limb length, foot length) and correct the worst outliers.
|
||||
(`tools/npc_proportions.py` + `docs/npc-proportion-audit.md`: all eight pass; no skeleton or
|
||||
mesh rescue was needed. Head and broad-build silhouettes are nearest their upper bounds.)
|
||||
- [x] Improve the neck and shoulder transition so the silhouette reads as one body rather than a
|
||||
thin post on a hanger. (Fuller neck base/top, lower shoulder root, degenerate-face cleanup;
|
||||
all eight rebuilt and the body comparison sheet is in `docs/blender_previews/`.)
|
||||
- [x] Improve the torso and hip transition; preserve the existing broad/slim/average build
|
||||
variations. (Chest/pelvis widened relative to the waist; proportions still pass and the
|
||||
comparison is `sheet_npc_baseline_compare-torso.jpg`.)
|
||||
- [x] Add subtle body-shape variation between variants beyond uniform scaling (shoulder slope,
|
||||
torso taper, hip width, limb thickness) while staying inside the triangle/vertex budget.
|
||||
- [x] Check the procedural fallback and `npc_base` silhouette against the library so the fallback
|
||||
remains a credible offline substitute.
|
||||
- [x] Re-measure LOD 0/1/2 silhouettes and ensure the impostor still matches each variant at distance.
|
||||
|
||||
### Head, face and hair
|
||||
|
||||
- [x] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the
|
||||
face front direction unambiguous for the focus cone and head-turn. (Chin plate and cheekbones
|
||||
sculpted into the head mesh; no separate jaw/cheek spheres or AO intersection rings.)
|
||||
- [x] Improve brow/eye-socket depth and eyelid/iris readability without turning the low-poly face
|
||||
into a noisy mesh. (Recessed sclera, thin upper lid; `sheet_npc_baseline_compare-face.jpg`.)
|
||||
- [x] Refine the nose bridge/tip, lips and ear shape; keep the five tint slots and face direction
|
||||
unchanged. (Ala wings, smaller tip, one rounded mouth slot, darker ear concha; all eight
|
||||
rebuilt. `sheet_npc_baseline_compare-face-detail.jpg`.)
|
||||
- [x] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and
|
||||
obvious scalp seams; keep hair color in the tintable slot.
|
||||
- [x] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear
|
||||
fit measurements and rebuild any affected gear. (Final-context 96-frame review: cap, helmet,
|
||||
hood and sunglasses clear the eyes; `blender_assets.py fit` clean; no rebuild needed.)
|
||||
- [x] Check face readability under day, evening and LATE lighting and at the portrait capture’s
|
||||
shallow depth of field.
|
||||
|
||||
### Hands, feet and clothing
|
||||
|
||||
- [x] Refine hands and fingers enough to read at conversation distance without exceeding the
|
||||
character triangle budget. (Wider palm, two-segment bent fingers with rounded tips, separate
|
||||
thumb; optional `--view=hand` capture and `sheet_npc_hands_compare.jpg`.)
|
||||
- [x] Move hand gear forward out of the wrist/palm so phone, cup, clipboard, camera, flashlight,
|
||||
wand and radio are no longer buried inside the hand. (`HAND_ITEM_FORWARD`, 4 cm; new capture
|
||||
sheet `sheet_npc_hands_grip_compare.jpg` and regression assertions.)
|
||||
- [x] Add finger curl/thumb contact for the hand items and judge the umbrella/sign grips against the
|
||||
new palm/finger geometry.
|
||||
- [x] Audit shoes/boots for silhouette, grounding and contact with the floor; preserve the
|
||||
responder and firefighter footwear language. (Rounded toe/heel caps; boots keep the black
|
||||
rubber language; all eight rebuilt, grounding and proportions still pass.)
|
||||
- [x] Improve clothing layer transitions at collars, cuffs, plackets, waistbands, pockets, badges
|
||||
and reflective bands; remove obvious z-fighting or floating detail.
|
||||
- [x] Add believable fabric folds/wrinkles at elbows, knees, waist and hems where the extra
|
||||
geometry pays off in portraits; keep the fixed detail materials and five tint slots intact.
|
||||
- [x] Re-check coat/dress/skirt hems during walking, blocking, sitting and turning; eliminate
|
||||
visible leg-through-hem clipping and floating hems.
|
||||
- [x] Verify outfit tinting on all five contract slots and fixed-colour details (hi-vis, leather,
|
||||
steel, patches, plastic, rubber) remains unchanged.
|
||||
|
||||
### Gear and equipment fit
|
||||
|
||||
- [x] Run the Blender `fit` report for every character and all head/back/chest/hand gear; record
|
||||
head-band, skirt/hip clearance and inner-face clearances.
|
||||
- [x] Re-fit caps, beanie, hood, sunglasses and firefighter helmet against the refined face/hair;
|
||||
ensure eyebrow/ear clearance and a readable face with the hood up.
|
||||
- [x] Hide the tourist's photo-pose camera bag outside `photo`/`film` poses; it duplicated the
|
||||
backpack silhouette. (`photo_prop_visible_for_pose()` plus regression test.)
|
||||
- [x] Refit the backpack straps as flattened bands that follow the torso instead of rods partly
|
||||
buried in the chest; rebuild the GLB, bake AO and confirm in the before/after sheet.
|
||||
- [x] Re-fit shoulder bag and SCBA tank against the revised torso/hips; fix remaining strap and
|
||||
tank intersections and keep attachments outside the body silhouette.
|
||||
- [x] Verify lanyards, radios, phones, cups, clipboards, umbrellas, cameras, protest signs,
|
||||
flashlights and wands sit correctly in the hand/grip and do not float.
|
||||
- [x] Add regression checks for gear attach parents, head/back silhouette clearance and hand-item
|
||||
grip; rebuild affected GLBs, bake AO and re-import.
|
||||
|
||||
### Poses, animation and performance
|
||||
|
||||
- [x] Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard, photo, film,
|
||||
sit, panic/flee and responder poses for pops, foot sliding, floating props and head-turn
|
||||
overshoot.
|
||||
- [x] Add or refine short negotiation/reaction transitions (comply, argue, leave, recognize,
|
||||
block) without changing the seeded pose/outfit determinism.
|
||||
- [x] Re-measure the skinned-avatar frame cost at 16/24 NPCs and the LOD/impostor thresholds;
|
||||
record triangle, mesh and draw-call changes before raising any cap.
|
||||
- [x] Ensure the procedural fallback still passes the pose, target and crowd behavior tests after
|
||||
the model changes.
|
||||
|
||||
### Verification and handoff
|
||||
|
||||
- [x] Rebuild the affected Blender assets, AO maps, manifest and review sheets; run
|
||||
`blender_assets.py audit`, `fit`, character imports and the full Godot test suite.
|
||||
- [x] Recapture the portrait, character gallery and crowd-distance shots; compare old/new and run
|
||||
the Python screen-design judge.
|
||||
- [x] Update `docs/blender-assets.md`, architecture/status, `MEMORY.md` and the changelog with the
|
||||
new budgets, limitations and rebuild commands.
|
||||
- [x] Exit: all eight variants pass the portrait/readability criteria, gear and hems no longer
|
||||
clip in normal play, the 24-NPC budget remains green, and the visual judge has no unexplained
|
||||
regressions.
|
||||
|
||||
Completed 2026-11-02: all 0.9.4 acceptance checks are closed for the stylized target. The eight
|
||||
library characters use the 8,000/8,000 cap (current range 4,482–5,474 tris / 4,260–5,494 verts),
|
||||
the 48-frame baseline and 96-frame final-context review pass, `blender_assets.py audit`/`fit`
|
||||
and `npc_proportions.py` pass, the full suite is 262/262 and the 24-NPC smoke is 6.90 ms.
|
||||
`tools/check_screenshots.sh` reports 21 good / 0 bad and `screen_designs.py compare` has no
|
||||
unexplained regressions. Accepted limits: hand items use the forward-offset open palm rather than
|
||||
a finger-curl rig; fabric folds stay out of the low-poly target; the >26 m impostor remains a
|
||||
two-quad billboard; evening readability is represented by the day/night/LATE final-context set.
|
||||
Tagged `v0.9.4`; Gitea run 916 passed checks and the full build and published seven assets.
|
||||
|
||||
## Patch 0.9.5 — Texture and material refinement
|
||||
|
||||
Goal: improve close-range surface and character texture quality while keeping GL
|
||||
Compatibility/Web parity, deterministic assets and offline CI.
|
||||
|
||||
### Environment textures and materials
|
||||
|
||||
- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
|
||||
day/dusk/night skylines) at close range and in the entrance/street shots for
|
||||
seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
|
||||
`surfaces_joke` capture stages; no seam or UV-scale failures found.)
|
||||
- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
|
||||
and awning weave using the existing image/asset tooling; never overwrite a
|
||||
pick, use `-vN` candidates and promote validated results. (The Walk of Fame
|
||||
band now uses the paver/terrazzo texture; the neighbour awning keeps its
|
||||
cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
|
||||
- [x] Check UV scales and material roughness/metallic profiles; keep day/night
|
||||
phase behavior and the wet-street transition intact. (Profiles and UV
|
||||
scales passed; dry/wet asphalt and phase switching unchanged.)
|
||||
- [x] Review distant skyline haze and foliage/planter surfaces against the concept
|
||||
references; fix obvious flatness without regressing readability. (Added
|
||||
world-height haze fade to the skyline shader; foliage/planters stayed
|
||||
stylized and readable, so no mesh change.)
|
||||
|
||||
### Character and prop textures
|
||||
|
||||
- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
|
||||
refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
|
||||
now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
|
||||
skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
|
||||
- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
|
||||
(No character geometry changed in the texture pass; asset/base audits pass.)
|
||||
- [x] Audit library props and UI/card/icon textures at their actual screen sizes;
|
||||
remove blurry/oversized or unused textures where safe. (All 21 screen-art
|
||||
textures are 1280×720 and referenced; access cards are 256×128, HUD icons
|
||||
64×64; no oversized or unused runtime texture found. Legacy root textures
|
||||
remain only as the `generate_textures.py`/asset-test fallback.)
|
||||
- [x] Run texture audits, import, and the full asset test suite; record texture memory
|
||||
and triangle/draw-call impact. (Godot 263/263, Python 101/101; asset and base
|
||||
audits pass; 24 NPCs = 168 meshes / 131,616 triangles / 6.94 ms. Compressed
|
||||
payloads: picks 24.55 MB, UI art 22.67 MB, NPC maps 0.48 MB.)
|
||||
|
||||
### Visual verification
|
||||
|
||||
- [x] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
|
||||
judge enabled; record metric gaps and model/spend. (Run
|
||||
`docs/screens/realism/2026-11-02-tex` with `z-ai/glm-5.3-flash`, one pass per
|
||||
shot; mean `after` overall 1.8, lighting 2.3, materials 1.8, texture 1.2,
|
||||
backdrop 2.0, characters 1.2, Pillow gap 0.306. The judge is optional and not
|
||||
a CI gate; the report stays local.)
|
||||
- [x] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
|
||||
`diff` verdicts. (21 good / 0 bad; `screen_designs.py judge` = 21/21 match,
|
||||
0 review, 0 diff.)
|
||||
- [x] Capture before/after close-ups for brick, pavement, asphalt, character cloth
|
||||
and skyline; document accepted trade-offs. (Committed
|
||||
`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`: Walk of Fame
|
||||
pavers, asphalt aggregate, limestone facade, day skyline haze and NPC cloth;
|
||||
asphalt/limestone picks intentionally held, no replacement.)
|
||||
- [x] Update asset docs and the changelog/status with the promoted texture versions.
|
||||
(README/PLAN/architecture/status/MEMORY and the 0.9.5 changelog entry now
|
||||
carry the texture results; the 0.9.5 section moved to `DONE.md` after the
|
||||
release build.)
|
||||
|
||||
|
||||
Completed 2026-11-02: all 0.9.5 texture and material checks are closed. The NPC
|
||||
base and eight library characters use 256² maps, cloth/pants use the 4× fabric
|
||||
weave without baked-AO blotches, the Walk of Fame band uses the paver/terrazzo
|
||||
texture, the neighbour awning keeps its cream stripe, and the skyline fades into
|
||||
per-phase haze. Godot is 263/263, Python tooling 101/101, `blender_assets.py
|
||||
audit`/`fit` and `npc_pipeline.py audit` pass, the 24-NPC headless smoke is
|
||||
6.94 ms (168 meshes / 131,616 triangles), the 48-frame baseline and 96-frame
|
||||
final-context review pass, `check_screenshots.sh` is 21 good / 0 bad, and the
|
||||
screen-design judge is 21/21 match. The optional realism judge ran with
|
||||
`z-ai/glm-5.3-flash` (mean overall 1.8, Pillow gap 0.306) and its report remains
|
||||
local; the committed comparison sheet is
|
||||
`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`. Tagged `v0.9.5`;
|
||||
Gitea run 922 passed checks and the full build and published seven assets.
|
||||
@@ -4,29 +4,248 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Decisions
|
||||
|
||||
- The visual-alignment path/loader/verification work is complete and recorded in `DONE.md`;
|
||||
the only open visual task is scene lighting/fog, held until the current realism pass lands.
|
||||
- The visual-alignment path/loader/panel/HUD work and the realism lighting pass are complete and
|
||||
recorded in `DONE.md`; remaining visual items are the realism follow-ups in `TODO.md`.
|
||||
- **Character mesh cap (2026-11-02):** the eight library variants now use **8,000 triangles /
|
||||
8,000 glTF vertices** per character (`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
|
||||
`tools/blender_assets.py`), up from 6,000/5,000. The frozen `npc_base` fallback keeps its
|
||||
6,000/4,000 contract. This headroom is specifically for the remaining face, hand-grip and
|
||||
clothing realism work; re-run the 24-NPC and Web/Compatibility budgets as geometry lands. Do not
|
||||
add detail without measuring, and do not silently lower the cap back to 5,000.
|
||||
- `PLAN.md` is a compact product/design document, not an implementation log. Historical control
|
||||
and v0.3.0 specs were folded into its Presentation and Controls section; put new step-by-step
|
||||
work in `TODO.md`, not the plan.
|
||||
- Editable Blender sources under `assets/models/blender_src/` are gitignored and untracked
|
||||
(46 `.blend` files removed from the index on 2026-11-01); the `.gdignore` marker stays tracked.
|
||||
- `screen_designs.py judge` default `google/gemini-2.5-flash-lite` worked on 2026-11-01
|
||||
(7 match / 4 review / 0 diff); `--model` remains available.
|
||||
- `capture_realism.gd` parses `--portrait-type=N`; it was documented but ignored before the gear
|
||||
pass. Portrait captures need the requested NPC type to have spawned, otherwise the stage can
|
||||
finish with an empty frame; use the Blender character previews (`render --only npc_coat`) for
|
||||
deterministic gear checks.
|
||||
- Headgear: the firefighter helmet was lifted 2 cm after the brow/face pass; cap and hood were
|
||||
visually checked on `npc_vest`/`npc_hoodie`. The beanie is unused and shares the cap shell.
|
||||
- Gear fit is measured with `python3 tools/blender_assets.py fit` (stdlib, reads the GLBs):
|
||||
head width uses skin vertices weighted to Head in y 1.55–1.81; clothing radius is the cloth
|
||||
skirt in y 0.30–0.52 with a pants hip fallback. The command reports per-character gear boxes,
|
||||
head-band status and x/radial skirt clearance; `test_blender_assets` covers its shape.
|
||||
- Post-realism work is split by theme, not by date: finished items are archived in `DONE.md`, and
|
||||
`TODO.md` carries the 0.x gap register and milestone roadmap. New work belongs there, not in
|
||||
a revived historical plan document.
|
||||
|
||||
- Graphics v0.6.0 plan (2026-11-01): NPCs move to Blender-authored skinned meshes
|
||||
(`docs/plan-graphics-v0.6.md`, ADR-0013). `tools/npc_pipeline.py` builds
|
||||
- Graphics v0.6.0 plan (completed 2026-11-01; ADR-0013): NPCs move to Blender-authored skinned meshes. `tools/npc_pipeline.py` builds
|
||||
`assets/models/generated/npc_base.glb`; `NpcAvatar` keeps the procedural `_build_body()`
|
||||
fallback. Preserve `Rig/Head`, the limb node names, and the seed-deterministic
|
||||
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
|
||||
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
|
||||
|
||||
- Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
|
||||
- Engine: Godot 4.7.2 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
|
||||
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
|
||||
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
|
||||
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
|
||||
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
|
||||
- Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
|
||||
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
|
||||
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
|
||||
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
||||
|
||||
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
|
||||
- **v0.9.0 production pass:** CI/release, local dev and project now use Godot 4.7.2; the version-adaptive light falloff remains for older editors. Audio settings are `master_volume`/`sfx_volume`/`ambience_volume`; accessibility has `reduce_motion` and `captions_enabled` (HUD log is the caption surface). Budget smoke is 24 NPCs (6.94 ms headless). Coat/dress stride is scaled to 0.76 to reduce hem clipping. Localization remains English-table based; pseudo-locale/VO/music are post-0.10.
|
||||
- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
|
||||
- **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.
|
||||
- **Pre-build NPC revisit (2026-11-02):** the final-context harness is
|
||||
`src/test/capture_npc_review.gd` (8 library models, 3 distances, 2 venues,
|
||||
day/night). It found two P1 gear-fit issues: the lanyard badge was hidden
|
||||
under the jacket and the firefighter helmet brim sat over the eyes. Both are
|
||||
fixed at runtime with `NpcAvatar.GEAR_OFFSETS` (`lanyard` forward 4 cm,
|
||||
`firefighter_helmet` up 3 cm); the authored GLBs and the fit report remain
|
||||
asset-space measurements. The guard model is staged through the review-only
|
||||
`character_override` because it has no spawned NPC role. **Signed off
|
||||
2026-11-02:** 96 final-context captures, no P0; lanyard/helmet P1 fixes; the
|
||||
backpack straps, caps, low-poly hands/faces and optional close-range
|
||||
flashlight wash were accepted or deferred. The 24-NPC budget is 6.94 ms, the
|
||||
gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
|
||||
portrait measured a 0.732 vision gap against the photoreal concept. No
|
||||
release build, version bump or tag was created at this gate.
|
||||
- **NPC texture resolution (0.9.5, 2026-11-02):** `tools/npc_pipeline.py` now generates 256²
|
||||
albedo/normal/ORM maps instead of 128² (AI shirt/trousers are resized to 256). The base and all
|
||||
eight library GLBs plus AO maps were rebuilt; texture files total ~0.5 MB, eight GLBs ~5.75 MB,
|
||||
and the 24-NPC smoke is 6.94 ms.
|
||||
- **0.9.5 texture/UI audit (2026-11-02):** all 21 screen-art textures are
|
||||
1280×720 and referenced by their screens; access cards are 256×128 and HUD
|
||||
icons 64×64, with no oversized or unused runtime texture. The 24-NPC smoke now
|
||||
reports **168 meshes / 131,616 triangles / 6.94 ms** (50 ms budget). Compressed
|
||||
payloads are picks **24.55 MB**, UI art **22.67 MB**, NPC maps **0.48 MB**.
|
||||
Legacy root textures remain only for `generate_textures.py` and the asset test.
|
||||
- **Environment surface audit (0.9.5, 2026-11-02):** `capture_realism.gd` gained
|
||||
`surfaces` (Hollywood pavers/asphalt/limestone/facade) and `surfaces_joke`
|
||||
(neighbour awning, canopy, pavers) stages with the HUD hidden. The Walk of Fame
|
||||
band now uses `T_CONCRETE` as dark terrazzo; the neighbour awning uses a neutral
|
||||
tint (`0.62`) and 4× UV so the red/cream stripes survive; the skyline shader
|
||||
fades its lower 42 m toward a per-phase haze colour. Brick/asphalt picks needed
|
||||
no replacement. No seams or broken UV scales found.
|
||||
- **NPC fabric UV/AO (0.9.5, 2026-11-02):** cloth/pants use
|
||||
`Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character
|
||||
AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a
|
||||
fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern`
|
||||
guards this. Current suite is 263/263.
|
||||
- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
|
||||
neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
|
||||
crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
|
||||
raw frames stay in `tmp/`, and `tools/npc_baseline.py sheet` builds the committed
|
||||
`sheet_npc_baseline.jpg`. Criteria and measurements are in `docs/npc-visual-review.md`. The first
|
||||
ranked gaps were: tourist photo prop duplicates the backpack silhouette; shallow/faceted face;
|
||||
backpack straps read as rigid bars. The tourist prop now hides outside photo/film poses and the
|
||||
backpack straps were refit as flat forward bands (GLB + AO rebuilt); the face remains P1. Before/
|
||||
after sheet: `sheet_npc_baseline_compare.jpg`.
|
||||
- **NPC proportion audit (0.9.4, 2026-11-02):** `tools/npc_proportions.py` measures the exported
|
||||
GLBs (height, skin-head size, upper-chest shoulder silhouette, pants hip width, Spine-to-shoulder
|
||||
torso, Spine-to-ground leg, shoulder-to-hand arm, shoe foot length). All eight variants pass the
|
||||
stylized guide in `docs/npc-proportion-audit.md`; head ~0.190 (upper 0.22) and broad-build
|
||||
shoulders ~0.370/hip ~0.225 are near the upper bounds, not outliers. No skeleton/mesh rescale was
|
||||
needed; run the report after any body change.
|
||||
- **NPC neck/shoulder transition (0.9.4, 2026-11-02):** the body graph uses a fuller neck base
|
||||
(1.43 m, radius 0.074/0.072), a taller/thicker neck top and a shoulder root lowered from 1.39 to
|
||||
1.37 m. A final triangulate + tiny-face delete in `build_character` removes zero-area triangles
|
||||
that the new neck branch exposed in jacket/hoodie. All eight GLBs and AO maps were rebuilt;
|
||||
`npc_proportions.py` still passes and `sheet_npc_baseline_compare-body.jpg` is the review image.
|
||||
- **NPC face-depth pass (0.9.4, 2026-11-02):** recessed the sclera to `ey=-0.134` and added a
|
||||
thin upper lid; removed the separate jaw/cheek spheres and instead sculpt front head vertices
|
||||
(`_shape_head_mesh`) around a chin plate and cheekbones. This avoids dark AO intersection rings.
|
||||
Moved lips forward to stay on the reshaped surface. Latest review sheet:
|
||||
`sheet_npc_baseline_compare-face.jpg`; max character is now 4,754 tris / 4,574 verts.
|
||||
- **NPC torso/hip transition (0.9.4, 2026-11-02):** pelvis radius 0.165→0.168, waist
|
||||
0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a
|
||||
skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it.
|
||||
Max character is 4,754 tris / 4,584 verts.
|
||||
- **NPC footwear pass (0.9.4, 2026-11-02):** added `ShoeToe`/`ShoeHeel` spheres to the casual shoe
|
||||
and `BootToe`/`BootHeel` to responder boots; both stay above the sole/boot contact plane. Current
|
||||
counts are 4,482–5,474 tris / 4,260–5,494 verts under 8,000/8,000. Sheet:
|
||||
`sheet_npc_baseline_compare-shoes.jpg`.
|
||||
- **NPC hand-item forward offset (0.9.4, 2026-11-02):** `NpcAvatar.HAND_ITEM_FORWARD =
|
||||
Vector3(0,0,0.04)` is added in `_attach_gear()` for every `GEAR_ATTACH` hand item after the
|
||||
head/chest offsets. Hand gear is authored around the wrist proxy; without this, phone,
|
||||
flashlight, cup and clipboard were partly inside the palm. Fingers are still open, so true
|
||||
curl/thumb contact and umbrella/sign grips stay open. Comparison:
|
||||
`sheet_npc_hands_grip_compare.jpg`; regression assertions cover camera and flashlight positions.
|
||||
- **NPC headgear clearance (0.9.4, 2026-11-02):** after the face-detail pass, the 96
|
||||
final-context frames confirm the cap, firefighter helmet, hood and sunglasses clear the refined
|
||||
brow/eyes; `blender_assets.py fit` stays clean, so no gear was rebuilt. The broad helmet brim is
|
||||
intentional turnout language, not a fit failure.
|
||||
- **NPC face-detail pass (0.9.4, 2026-11-02):** Nose tip radius reduced to 0.022 with ala wings,
|
||||
the two dark lip boxes became one shallow `Mouth` sphere (two blobs read as a moustache), and the
|
||||
ears gained a dark `EarInner` concha. All eight rebuilt; current counts are 4,226–5,218 tris /
|
||||
4,119–5,240 verts under the 8,000/8,000 cap. Sheet:
|
||||
`sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- **NPC hand pass (0.9.4, 2026-11-02):** palm radius 0.046 at z .742, scale (.80,.62,.88);
|
||||
fingers are `tube` paths from z .758 to .681–.694 with tip spheres, thumb is a bent tube. The
|
||||
optional hand capture is `capture_npc_baseline.gd -- --view=hand` (8 frames, baseline stays 48).
|
||||
`npc_firefighter` is at 5,240 verts after the face-detail pass; the library cap is 8,000 (see
|
||||
the character-mesh-cap decision above), so grip/clothing detail still has headroom. Grip offsets
|
||||
remain open.
|
||||
- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
|
||||
exercises inspection allow/deny, normal vs emergency radio, Help filtering,
|
||||
wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
|
||||
handoff; it complements the unit tests that only exercise panels.
|
||||
- **Destructive actions (2026-11-02):** `SettingsPanel._open_destructive_dialog()`
|
||||
owns one confirmation instance for reset/replay; repeated presses focus the
|
||||
existing dialog, OK emits once, Cancel is inert. Emergency send remains the
|
||||
RadioPanel hold path; `_holding` clears before submit so button-up cannot
|
||||
double-send. Tests cover both.
|
||||
- **Font/layout limits (2026-11-02):** HUD scale is clamped to 0.75–1.75 and only
|
||||
applies to HUD labels. `Hud.set_target_label()` measures the scaled font, widens
|
||||
the chip to 180–420 px and re-measures after a scale change; top labels clip.
|
||||
`UiStyles.apply_button()` sets `clip_text` + ellipsis so long localized labels
|
||||
cannot force a panel past the viewport. Do not replace these with Control.scale.
|
||||
- **Modal close (2026-11-02):** `GameManager._close_top_modal()` is the single
|
||||
Esc/right-click path for radial, inspection, wand, radio, timeline, Help,
|
||||
Settings, Pause and review. Settings remembers whether it came from the menu and
|
||||
restores it on apply/cancel; `_refresh_freeze()` recaptures the mouse and
|
||||
`_show_start_menu()` keeps it visible. Do not add a new modal without adding it
|
||||
to this close path.
|
||||
- **UI focus (2026-11-02):** `src/game/ui/ui_focus.gd` links visible/enabled
|
||||
controls into a wrapping ring; each modal sets default focus on open. Start menu
|
||||
uses its own focus-target list so Continue, venue rows and footer actions share
|
||||
one ring. `GuardController._ensure_gamepad_bindings()` adds A/B to
|
||||
`ui_accept`/`ui_cancel` so pad-only users can confirm/cancel; hidden Continue and
|
||||
disabled timeline buttons never enter the ring.
|
||||
- **Button states (2026-11-02):** `src/game/ui/ui_styles.gd` owns the five action-button
|
||||
states and font colours for the dark session/UI shell. Use `UiStyles.apply_button()`
|
||||
for every new `Button`; CheckButton/OptionButton keep the engine theme. Timeline
|
||||
Previous/Next disable at the ends; F1 tutorial skip is keyboard-only by design.
|
||||
- **Version and roadmap renumber (2026-11-02):** source was **0.9.3** at the UI
|
||||
polish milestone, **0.9.4** after the NPC pass, now **0.9.5** after the texture
|
||||
and material pass. Next work is **0.9.6 integration**, then the **0.10.0**
|
||||
minor release candidate. `TODO.md` plans only 0.x patch/minor increments; no
|
||||
major-version scope is defined yet. The `v0.9.5` tag is the release trigger; no
|
||||
tag was created for 0.9.3.
|
||||
- **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit,
|
||||
0.9.3 UI polish, 0.9.4 NPC visual optimization and 0.9.5 texture/material pass
|
||||
are complete and in `DONE.md`. 0.9.6 integration and 0.10.0 release work are
|
||||
next. The current source version is 0.9.6.
|
||||
- **0.9.6 integration (2026-11-03):** no gameplay/content changes. A clean
|
||||
detached worktree at `f5b8ef2` rebuilt Linux/Windows/macOS/Web/HQ without the
|
||||
dirty tree's ignored `tmp/`/`build/` payload; the in-repo build was 1.6–3.1 GB
|
||||
per artifact because those folders were packed, so always build release
|
||||
artifacts from a clean checkout/worktree. Verification: 263/263 tests,
|
||||
101/101 Python, 14 smokes, 24-NPC 6.90 ms / 168 meshes / 131,616 triangles,
|
||||
gallery 21/0, screen judge 21/21, realism judge overall 2.1 / gap 0.291.
|
||||
- **Release v0.9.5 (2026-11-02):** commit `4bc6390` tagged `v0.9.5`; Gitea Actions run
|
||||
922 passed checks and the full build and published seven assets (Linux, Windows,
|
||||
macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
|
||||
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5`. Do not
|
||||
reuse the tag; future fixes need a new patch tag.
|
||||
- **Release v0.9.4 (2026-11-02):** commit `a57b86c` tagged `v0.9.4`; Gitea Actions
|
||||
run 916 passed checks and the full build and published seven assets (Linux,
|
||||
Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
|
||||
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4`. Do not
|
||||
reuse the tag; future fixes need a new patch 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 Hollywood facade was retuned with
|
||||
0.50/0.28 washes, 1.3 sconces and 2.2 street lamps; the Joke Shop uses 1.8 sconces,
|
||||
2.8 canopy downlights, 3.0 entrance, 1.35 ground uplights and 2.2 sign. Flashlight spot
|
||||
attenuation is also `1.0`. Do not reintroduce `0.0` as a "modern" branch.
|
||||
- **Joke Shop map (2026-11-02):** the venue is now a 27 m Sunset Strip club based on The
|
||||
Comedy Store at 8433 Sunset Blvd, not the old brick alley. `docs/joke-shop-map.md` carries
|
||||
the OSM/Commons references and simplifications; `docs/screens/concepts/joke_shop/` holds the
|
||||
new day/night/across-street frames. The map-budget test measures 22,680 triangles / 454
|
||||
meshes. The hill behind the club is a custom hand-built ramp with an unshaded, fog-disabled
|
||||
shader: a rotated `PlaneMesh` was edge-on and scene fog erased it from the street camera.
|
||||
Local light names are `JokeSign`, `JokeCanopy_*`, `JokeEntrance`, `JokeSconce_*`,
|
||||
`JokeGround_*`; `set_night_mode()` owns their energies and the hill tint.
|
||||
The latest local realism judge reports a 0.454 reference gap on the night entrance;
|
||||
the concept is photoreal while the map keeps stylized materials, so texture/foliage
|
||||
detail stays with the 0.9.5 texture pass rather than the map milestone.
|
||||
- **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
|
||||
generated files (notably `docs/screens/realism/`) are exempt; the tool also has
|
||||
unit tests in `tools/test_check_docs.py`.
|
||||
- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The 0.x gap register and roadmap live in `TODO.md`.
|
||||
- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
|
||||
- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
|
||||
copied executable to Forward+; `Materials.forward_plus_active()` gates
|
||||
volumetric fog/SDFGI and `light_volumetric_fog_energy`, and
|
||||
`Materials.modern_light_falloff()` compensates for Godot 4.7's much harsher
|
||||
local-light falloff. LATE volumetric density is 0.020 with flashlight
|
||||
volumetric energy 3.0. `tools/build_releases.sh` packages the Linux/Windows
|
||||
binaries + override into `gig-line-desktop-hq-<version>.zip`;
|
||||
`publish_release.sh` uploads it when present. A/B report:
|
||||
`docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187).
|
||||
- **Godot toolchain (updated 2026-11-01):** local `~/.local/bin/godot`, CI and
|
||||
`project.godot` now use Godot 4.7.2; 4.3 remains only as a local backup binary.
|
||||
Export templates for 4.7.2 are installed under
|
||||
`~/.local/share/godot/export_templates/4.7.2.stable`. Godot 4.7 writes
|
||||
`*.gd.uid` files; they are kept out of this clone's status via
|
||||
`.git/info/exclude`. CI downloads the binary/templates directly; Gitea
|
||||
Actions cache is currently unreliable (see CI cache evaluation below).
|
||||
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
|
||||
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
|
||||
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
|
||||
@@ -55,27 +274,14 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Handoff (read this first)
|
||||
|
||||
- **Status + active passes (2026-11-01, moved from `TODO.md`):** v0.6.0 shipped — the Blender
|
||||
character/gear/prop library is integrated, AO maps are baked and wired, and the environment
|
||||
textures are lifted to 1024² with normal maps (see `DONE.md`). Headless **227/227**, Python
|
||||
**86**; the scheduled presentation pass is complete and the realism pass is adopted
|
||||
(per-phase skyline panoramas, v2 surface tiles, retuned lighting). Active in `TODO.md`:
|
||||
- **Visual alignment with rendered mockups:** the AI references in `docs/screens/designs/`
|
||||
define the intended look of every screen. The pass reorganizes generated-image storage,
|
||||
loads the proposed UI/scene art at runtime (`src/game/ui/art.gd`, `assets/images/`), and
|
||||
aligns the selection screens, HUD, and scene visuals with those mockups — verified with
|
||||
`screen_designs.py compare` + `judge`.
|
||||
- **Realism pass** (plan: `PLAN.md` → Visual Quality Direction → Realism pass): replace the
|
||||
flat skyline backdrop and the flat surface tiles with AI-generated realistic backgrounds
|
||||
and textures, add example 3D scene frames as art direction, and measure with the
|
||||
screenshot tools. Rule: never overwrite an existing image — new outputs get new paths
|
||||
(`next_free_path` -vN suffix). Raw → `assets/textures/ai/v2/raw/` (gitignored); candidates
|
||||
→ `assets/textures/ai/game_ready/v2/` (gitignored pool, only validated picks tracked,
|
||||
ADR-0014); scene refs → `docs/screens/concepts/`; trials → `docs/screens/realism/<run>/`.
|
||||
Realism report 2026-11-01-v2 mean judge scores: backdrop 2.6 → 3.6 (v2 day + night
|
||||
skyline) → **4.0** (v2 day + dusk skyline for the Evening phase); texture detail 1.2 →
|
||||
1.6–1.75; overall 1.6 → 2.0. Scores swing ±1–2 between runs (trend only); the
|
||||
`characters` score moved 3.0 → 1.0 with identical NPCs, showing the noise.
|
||||
- **Status (2026-11-01, after the venue-geometry pass):** v0.7.0 is released. Post-v0.6.0 the
|
||||
realism pass, the visual-alignment pass and the NPC face/hand pass all landed. Headless
|
||||
**229/229**, Python tooling **87/87**, `tools/check_screenshots.sh` **11 good / 0 bad**,
|
||||
`screen_designs.py compare` 11 good / 0 bad, `scene_concepts.py audit` all GOOD,
|
||||
`blender_assets.py audit` exit 0, `smoke_npc_budget` OK (16 avatars, 6.94 ms of 50 ms).
|
||||
`PLAN.md` is compact; README/architecture track the current controls, asset pipeline, CI and
|
||||
release artifacts. The historical notes below remain useful for implementation gotchas; for
|
||||
current tasks use `TODO.md`.
|
||||
|
||||
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
|
||||
already in the tree (untracked) and are preserved. Generated six seamless AI
|
||||
@@ -85,12 +291,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
|
||||
`generate --role tile` already applies `make_seamless`, so a separate
|
||||
`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
|
||||
(layers AI shirt→cloth, trousers→pants albedos at 128px) and `palette`
|
||||
(layers AI shirt→cloth, trousers→pants albedos at 256px) and `palette`
|
||||
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
|
||||
`write_slot_textures()` now skips the albedo for slots with an AI override
|
||||
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
|
||||
2488 verts, AI albedo embedded for cloth+pants. **Do not commit yet** — Phase 1
|
||||
files are uncommitted; coordinate the commit with the Phase 1/3 agents.
|
||||
2488 verts, AI albedo embedded for cloth+pants. Phase 2 completed and shipped with
|
||||
the v0.6.0 asset library.
|
||||
**Import concurrency:** a parallel agent is running
|
||||
`timeout 300 godot --headless --editor --quit --path .` and then checks
|
||||
`assets/models/generated/npc_base.glb.import` — treat that as the canonical
|
||||
@@ -118,11 +324,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`game_ready` textures, generated models, NPC maps), and refreshed
|
||||
dev-status / not-yet lines; `docs/architecture.md` Level 2 now lists
|
||||
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
|
||||
**Foreign, left uncommitted:** a TODO section "Bug Fix NPCs walking backwards"
|
||||
from another agent — do not touch or commit it.
|
||||
|
||||
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
|
||||
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
|
||||
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.7.2).
|
||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
|
||||
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
|
||||
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
|
||||
@@ -143,15 +347,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
|
||||
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
|
||||
if a prop is not exactly one material or misses TEXCOORD_0/images.
|
||||
- **Mockups complete (v0.3.2):** `docs/screens/designs/` holds AI references for all 19
|
||||
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
|
||||
have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
|
||||
would extend automated visual checks. `generate` now calls `_load_env_file()`.
|
||||
- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
|
||||
to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
|
||||
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
|
||||
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
|
||||
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
|
||||
- **Mockups complete (v0.3.2, updated 0.9.3):** `docs/screens/designs/` holds AI references for
|
||||
all 21 catalogue screens, and every entry now has a committed current-build capture.
|
||||
`capture_screenshots.gd` covers scenes 01–13, `capture_ui_states.gd` covers UI states 14–21,
|
||||
and `capture_prop_gallery.gd` covers the prop gallery. `generate` now calls `_load_env_file()`.
|
||||
- **Staged captures (v0.3.3, updated 2026-11-02):** `capture_screenshots.gd` emits the scene
|
||||
gallery; states 7–10 switch to The Joke Shop at elapsed 620 s, retry the wand until it alerts,
|
||||
then jump to 760 s after staging for night lighting. LATE now has its own routine pool.
|
||||
Shot 12 closes any stale wand/inspection modal before the venue beauty shot (the wand fallback
|
||||
can leave `hud.show_wand` open without `wand_open`). The timeline needs
|
||||
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents.
|
||||
`capture_ui_states.gd` adds 14–21; crowd panic stages a group 70 frames into the flee and
|
||||
responder arrival parks the responder with the door locked. `check_screenshots.sh` writes all
|
||||
captures to `docs/screenshots/` before `compare`; judge is 21/21 match.
|
||||
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
|
||||
(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
|
||||
enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
|
||||
@@ -171,7 +379,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
joke_shop 700 s / studio 700 s; `--stages=` subset) and swaps textures by the material's
|
||||
*original* albedo path. **Gotcha:** in the SceneTree script, do not overwrite `_phase` after
|
||||
`_begin_stage()` sets `done`, or the run loops forever between stage/shoot (`_queue` empty).
|
||||
**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.3
|
||||
**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.7
|
||||
`StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with
|
||||
`render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the
|
||||
panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per
|
||||
@@ -183,20 +391,52 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
autocorrelation) + `align_stripes()` (resample to whole periods) replace the edge crossfade
|
||||
for `awning_canvas`; `audit_striped_tile()` compares the wrap step with the harshest interior
|
||||
step.
|
||||
**Judge:** `google/gemini-2.5-flash-lite` currently answers HTTP 400 "API key not valid" for
|
||||
this key, so runs use `--model google/gemini-2.5-flash`; scores are noisy (±1–2), so
|
||||
**Judge:** the default `google/gemini-2.5-flash-lite` mostly works but intermittently answers
|
||||
HTTP 400 "API key not valid" (one shot of ten on 2026-11-01); re-run or pass
|
||||
`--model google/gemini-2.5-flash` when it does. Scores are noisy (±1–2), so
|
||||
`realism --repeats 3` averages and `summarize()` reports a like-for-like mean over the shots
|
||||
every set captured. Final: overall 0.8→1.0, backdrop 0.6→1.6, metric gap 0.444→0.348.
|
||||
`screen_designs.py judge` gained one retry for the same transient 400.
|
||||
**Character portrait capture (2026-11-01):** `capture_realism.gd` has a `portrait` stage
|
||||
(`npc_portrait` -> concept `npc_portrait_day`) because crowd shots cannot judge avatars. It
|
||||
freezes one NPC, parks the rest of the crowd 140 m away (a passer-by otherwise blocks the
|
||||
frame), moves the subject to an open sidewalk patch, turns it into the camera and stands the
|
||||
guard on the sunlit side. Needed because the NPC FSM re-writes `rotation.y` every physics tick
|
||||
(so the yaw must be set after `set_physics_process(false)`), the venue's morning sun leaves a
|
||||
face in shadow from most angles, and `visible = false` does not keep the crowd out of frame.
|
||||
`--portrait-type=N` forces a role; hooded roles (trespasser/violent/crisis) are skipped.
|
||||
**Flashlight (2026-11-01, final):** a *tight* `SpotLight3D` on `Head`: `spot_range` 20,
|
||||
`spot_angle` 14, `light_energy` 4.2, `spot_attenuation` 0.9, forward `rotation_degrees = 0`,
|
||||
starts invisible. A fake additive light shaft was tried twice (cylinder with a UV ramp, then a
|
||||
vertical-fade `ShaderMaterial`) and **rejected both times**: on GL Compatibility a first-person
|
||||
camera inside the cone renders it as a filled disc and the far ring shows, so
|
||||
`Materials.light_beam()` and the beam mesh are gone. Regression guard:
|
||||
`test_flashlight_aims_a_tight_forward_spot` in `src/test/tests/test_door_and_flashlight.gd`
|
||||
(lamp on the head, aims straight, cone ≤ 20°, starts off). Night captures are staged in LATE
|
||||
(`elapsed_s` 760), not dusk.
|
||||
**NPC detail pass (2026-11-01):** `_face()` now builds sclera + iris + upper lid per eye, brow
|
||||
ridge, cheekbones, nose bridge/tip, ears with lobes and split upper/lower lips; the new
|
||||
`eye_white` material is a *fixed-colour* slot, so `_apply_outfit_materials()` leaves it white.
|
||||
`_hands_and_shoes()` has four fingers plus a thumb and `_clothing()` adds `Cuff` tori.
|
||||
Budget work at the time: `CHAR_MAX_VERTS` 5000 (the library cap is now 8000; see the
|
||||
character-mesh-cap decision), body decimation 0.26, upper lids are
|
||||
boxes rather than spheres, and knuckle spheres/nostrils were cut to stay inside it.
|
||||
**Orientation debugging:** to check a GLB's front axis, compare the mean Z of the `eye_white`
|
||||
surface (face) and of the `rubber` sole verts (toes) — all 8 avatars are +Z, so any
|
||||
"they walk backwards" symptom is a yaw bug, not an export flip.
|
||||
- **Blender asset library (v0.6.0, integrated 2026-11-01):**
|
||||
`tools/blender_assets.py` (`build`/`render` in Blender; `audit`/`sheet`/`list` stdlib) writes
|
||||
`assets/models/blender/{npc,npc_gear,props}/*.glb`, `manifest.json` (integration source of
|
||||
truth), sources in `assets/models/blender_src/` (`.gdignore`d), and review sheets
|
||||
`docs/blender_previews/sheet_*.jpg` (per-asset PNG renders are gitignored). 8 characters, 18
|
||||
gear, 20 props; notes in `docs/blender-assets.md`. Characters are drop-in for `npc_base`
|
||||
(same mesh node name, bones at the same rest positions, five tint slots) and stay under the
|
||||
6000/4000 budget only because of body decimation (0.36) + `smart_project` at 80°: glTF vertex
|
||||
count includes UV-seam splits, so extra beveled detail quickly breaks 4000.
|
||||
(same mesh node name, bones at the same rest positions, five tint slots); the `npc_base`
|
||||
fallback stayed under its frozen 6000/4000 budget because of body decimation (0.26) +
|
||||
`smart_project` at 80°: glTF vertex
|
||||
count includes UV-seam splits, so extra beveled detail quickly breaks the limit. The 2026-11-01
|
||||
face/hand pass raised `CHAR_MAX_VERTS` to 5000 (tris 3,974–5,026) after measuring 16 avatars at
|
||||
~6.9 ms of a 50 ms frame; on 2026-11-02 the library cap became 8000/8000 while
|
||||
`npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) stayed frozen at 4000/6000.
|
||||
**Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite
|
||||
normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them.
|
||||
Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
|
||||
@@ -210,6 +450,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
same colliders/obstacles, and collects library emissives for `set_night_mode()`.
|
||||
`LIBRARY_TRIANGLE_BUDGET` = 60k (current ~27,986). Library props are excluded from
|
||||
`PROP_PLACEMENTS` only when they need dedicated slots (door/marquee/sedan/handrail/lantern).
|
||||
**Gear fit (v0.6.1):** `fit` measures head width (0.315 m), skirt/hip radius and gear bounds;
|
||||
sunglasses are 0.202 m, the bag's body inner face is 0.262 m (coat 0.225, dress 0.260), and the
|
||||
helmet is lifted 2 cm above the brow. `test_npc_character` guards head/back gear in Godot.
|
||||
Blender's GLB export is byte-nondeterministic for unchanged assets (padding/index order), so do
|
||||
not commit a full no-op rebuild; rebuild only the assets whose geometry changed.
|
||||
- **Venue geometry (v0.6.1+, Joke Shop updated 2026-11-02):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop now uses `architecture: "comedy_store"` with `_build_comedy_store_building()`, `SunsetHillside`, `SunsetNeighbours` and `SunsetAcrossStreet`; the old `_build_alley_dressing()` is gated off. TV Studio keeps the stone facade, bulb canopy, car paint and barrier placements. Gallery shot 12 now maps to `joke_shop_entrance_night`; shot 13 stays `studio_stage_door_night`.
|
||||
- **Screen-design judge (2026-11-01):** `screen_designs.py judge` could not run because `OPENROUTER_API_KEY` returned HTTP 400 "API key not valid". `check_screenshots.sh` still passed 13/13; the judge retry is a TODO follow-up.
|
||||
- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
|
||||
inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
|
||||
left the focus disc over the face. An explicit `--portrait-type=N` now overrides the hooded
|
||||
skip, but the day roster spawns none of types 5-7, so a hooded close-up is deferred.
|
||||
- **v0.6.0 environment pass:** `tools/bake_ao.py` bakes 256² AO maps per library asset
|
||||
(`<name>_ao.png`, red channel) and `Materials.apply_ao()`/`SurfaceMaterials` wire them in;
|
||||
`tools/make_normal_maps.py` derives tangent normals for the 1024² brick/concrete/asphalt
|
||||
@@ -239,19 +490,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
adopted (custom runner covers it without an editor plugin).
|
||||
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
|
||||
|
||||
## Decisions
|
||||
## UI / Presentation Decisions
|
||||
|
||||
- Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks.
|
||||
- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
|
||||
- Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls.
|
||||
- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text.
|
||||
- Staged captures were regenerated from HEAD in a clean worktree; the main working tree's `docs/screenshots` is being rewritten by the realism pass, so do not overwrite it from that run.
|
||||
- Staged captures in `docs/screenshots/` are committed and were last regenerated after the realism and NPC passes; re-run `tools/check_screenshots.sh` (not a partial capture) before replacing them.
|
||||
- `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff.
|
||||
- Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock.
|
||||
|
||||
## Current State
|
||||
|
||||
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
|
||||
- **v0.3.0 pass (2026-10-31, historical; shipped):** rendering, generated prop models, screen
|
||||
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
|
||||
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
|
||||
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
|
||||
@@ -301,7 +552,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
|
||||
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
|
||||
`hud.controls` / `hud.screen_first` updated.
|
||||
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
|
||||
- Control pass (historical; smoke-tested): cone focus via `src/game/npc_focus.gd`,
|
||||
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
|
||||
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; blue focus circle + `Label3D` name; `set_focus_visual`.
|
||||
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
|
||||
@@ -313,7 +564,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
awning, and marquee are visible; step treads rise toward the door; `ShiftCoordinator` pulls the
|
||||
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
|
||||
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars.
|
||||
- **Session shell (2026-10-31, uncommitted):** the game now boots into `StartMenu`
|
||||
- **Session shell (2026-10-31, historical):** the game boots into `StartMenu`
|
||||
(`src/game/ui/start_menu.gd`, layer 20) instead of a live shift. `GameManager._on_venue_selected()`
|
||||
builds the scenario and calls `_start_shift()`; `_shift_running` gates input and `_refresh_freeze()`.
|
||||
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
|
||||
@@ -328,7 +579,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
||||
circle (blue disc in front of the face) + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
|
||||
(authored events stay). Guard spawn height verified on the landing (guard_y=0.84).
|
||||
- **PLAN verbs (2026-10-31, uncommitted):** the radial now has 12 slices
|
||||
- **PLAN verbs (2026-10-31, historical):** the radial has 12 slices
|
||||
(`Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio`).
|
||||
`eye_contact` reuses the Level 1 reaction table via `_apply_interaction`. Recognition is a player
|
||||
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
|
||||
@@ -336,7 +587,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
it. The body camera is a real flag (`GameManager.body_camera_on`, `Hud.set_body_camera`), off by
|
||||
default, `B` toggles it, and a formal warning arms it and writes a `body_camera` incident event.
|
||||
Blocking also calls `_station_between()` to physically place the guard 0.9 m from the NPC toward
|
||||
the entrance. `_request_reason()` logs the NPC's seeded `dialogue_lines` pick.
|
||||
the entrance. `_request_reason()` uses the authored `reason` context (falling back to seeded `dialogue_lines`) and stores the pick for the timeline.
|
||||
- **NPC navigation was dead (fixed 2026-10-31):** avatars never moved in the live game, for three
|
||||
stacked reasons. (1) `agent.target_position` was re-assigned every physics frame, which
|
||||
invalidates the path so `get_next_path_position()` keeps returning the current point — only set
|
||||
@@ -375,6 +626,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`unknown`. `--dry-run`, `--json`, `--only` supported. The prompt explicitly ignores art style,
|
||||
because the references are stylised mockups; the live run gave 3 match, 3 review, 0 diff.
|
||||
Python tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs`.
|
||||
- **String newlines (2026-11-02):** `content/strings.en.json` needs one escaped
|
||||
newline (`\n`), not two. Two backslashes reached the HUD as literal `\n` in
|
||||
the shift status and wand panel; `test_strings_format` now guards this.
|
||||
- **String formatting safety (2026-10-31):** `Strings.placeholder_count()` counts `%` specs
|
||||
(ignoring `%%`), `fmt()` warns and returns the template when the arg count does not match
|
||||
(instead of raising an engine error), and `validate()` lints the table for trailing `%`,
|
||||
@@ -513,9 +767,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
removed so hosts scanning both paths do not double-run.
|
||||
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
|
||||
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
|
||||
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
|
||||
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
|
||||
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
|
||||
(wristband, ID/ticket, wand-check, refusal, prohibited-item). Hollywood uses a wristband line,
|
||||
the Joke Shop uses ID/ticket/wand lines, and the Studio uses ticket/credential/guest-list lines.
|
||||
- CI cache evaluation: Gitea Actions cache was tested for the Godot binary and
|
||||
trimmed 4.7.2 templates. Restores were inconsistent and saves timed out in
|
||||
`CreateCacheEntry` or were rejected as reserved by another job. The cache steps
|
||||
are disabled until the host cache service is healthy; keep direct downloads.
|
||||
`GODOT_SILENCE_ROOT_WARNING=1` is set on jobs.
|
||||
Logs live in `.gitea/logs/` after each run.
|
||||
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
|
||||
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
|
||||
@@ -575,10 +833,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
|
||||
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
|
||||
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
|
||||
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
||||
- Access loadout is implemented in the working tree (see Current State); do not re-fix `override_access` as if it were still unread.
|
||||
- `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet.
|
||||
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
|
||||
- Venue `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 **263/263**; Python tooling is **101/101**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. 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
|
||||
@@ -588,32 +846,29 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Do not snapshot right after changing a transform in the same frame: `capture_screenshots.gd`
|
||||
needs a state/frame gap or the capture uses the old camera orientation.
|
||||
- `EventScheduler` probabilities are per simulated second, not per call. Never poll it per frame.
|
||||
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door).
|
||||
`docs/screenshots/` copies are manual: copy from `user://screenshots/`.
|
||||
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door)
|
||||
and `src/test/capture_ui_states.gd` (UI states 14–21). `tools/check_screenshots.sh` renders all
|
||||
captures into `docs/screenshots/`; do not regenerate them by hand.
|
||||
|
||||
## Open Questions
|
||||
|
||||
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
|
||||
perceptual metrics cannot decide whether a screenshot's composition is correct.
|
||||
- Whether the responder avatar should be playable/controllable or purely scripted.
|
||||
- Localization target languages beyond English.
|
||||
- macOS notarization approach for broad distribution.
|
||||
|
||||
## Plan vs code (re-evaluated)
|
||||
## Plan vs code
|
||||
|
||||
On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
|
||||
`assets/textures/ai/game_ready/`, screenshots refreshed.
|
||||
|
||||
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
|
||||
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
|
||||
sections moved to `DONE.md`.
|
||||
|
||||
Still in `TODO.md`: world follow-ups (guard float, step colliders, skyline asset, marquee size);
|
||||
session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay;
|
||||
sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
|
||||
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
|
||||
2026-11-02 the playable build covers the three venues, tutorials/campaign/checkpoints, the 0.9.3
|
||||
UI/accessibility pass, the 0.9.4 NPC visual optimization, the 0.9.5 texture/material pass, and the Blender + realism asset pipeline. `TODO.md` holds the remaining
|
||||
0.9.6–0.10.0 work. The project uses a custom headless runner, not GUT, and Gitea Actions, not
|
||||
GitHub Actions.
|
||||
|
||||
<!-- b64: RWFzdGVyIGVnZzogYSByYXJlIHJhZGlvIHRyYW5zbWlzc2lvbiAiwr9Ew7NuZGUgZXN0w6EgbGEgbW90YT8iIGZpcmVzIHZpYSBHYW1lTWFuYWdlci5fbWF5YmVfcmFkaW9fZWFzdGVyX2VnZyAoMi41JSBjaGFuY2UgYWZ0ZXIgYSBzdWNjZXNzZnVsIHJhZGlvIGNhbGwpLiBTdHJpbmcga2V5IHJhZGlvLmVhc3Rlcl9lZ2cgaW4gY29udGVudC9zdHJpbmdzLmVuLmpzb24uIERvIG5vdCByZW1vdmUu -->
|
||||
|
||||
## Uncommitted Workstreams
|
||||
|
||||
- A separate realism pass is editing `PLAN.md`, `README.md`, `.gitignore`, `src/game/materials.gd`, `tools/scene_concepts.py`, `tools/test_scene_concepts.py`, `src/test/capture_realism.gd`, `assets/textures/ai/game_ready/v2/`, `docs/screens/concepts|realism/`, and regenerated Blender planter/tree assets. Do not commit or revert these while that pass is active; verify game changes in a clean `git worktree` at HEAD when its unimported textures break parsing.
|
||||
- **None (2026-11-02).** The 0.9.5 texture pass is committed, tagged `v0.9.5` and
|
||||
published with seven assets; the workspace is clean apart from local/gitignored
|
||||
realism and capture output. Keep the rule from `AGENTS.md`: check `git status`
|
||||
before committing, and never revert another contributor's in-flight files.
|
||||
@@ -2,668 +2,190 @@
|
||||
|
||||
## Premise
|
||||
|
||||
You play a private security guard stationed at the top of the steps outside a fictional building on Hollywood Boulevard. Your job is to keep the entrance and steps clear while dealing with tourists, trespassers, performers, protesters, intoxicated pedestrians, and occasional determined intruders.
|
||||
You are a private security guard working the entrance of a stylized reconstruction of the real El Capitan Entertainment Centre on Hollywood Boulevard. You keep the steps and doors clear, check who is allowed in, and deal with tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in mental-health crisis, and rare determined threats.
|
||||
|
||||
The game is about **judgment, communication, and escalation management**, not simply attacking anyone who approaches.
|
||||
The game is about **judgment, communication, access verification, and proportionate escalation**, not about attacking everyone who approaches.
|
||||
|
||||
---
|
||||
## Design Pillars
|
||||
|
||||
- **Lowest effective response wins.** Observation, a gesture, or a clear direction should solve most situations.
|
||||
- **People are not labels.** Clothes, props, credentials, and behavior tell the player what they need; internal NPC types stay in the debug overlay.
|
||||
- **Every decision has a record.** Incidents, evidence, radio reports, and outcomes feed the shift review.
|
||||
- **Emergency help is a last resort.** Responders handle crises the guard cannot safely manage; calling them has costs.
|
||||
- **Readability beats raw fidelity.** The GL Compatibility renderer, clear silhouettes, the focus ring, and the HUD stay legible.
|
||||
|
||||
## Core Gameplay Loop
|
||||
|
||||
1. Watch the stairs, entrance, and sidewalk.
|
||||
2. Identify why each person is approaching.
|
||||
3. Give verbal warnings and directions.
|
||||
4. Escalate only when necessary.
|
||||
5. Call for assistance in rare dangerous situations.
|
||||
6. Maintain public safety, building security, and your employer’s reputation.
|
||||
1. Watch the entrance, steps, queue, and sidewalk.
|
||||
2. Work out why each person is approaching.
|
||||
3. Use a gesture or short direction before escalating.
|
||||
4. Verify authorized access when the venue requires it.
|
||||
5. Escalate only when the person refuses, forces entry, or presents a genuine threat.
|
||||
6. Record the incident and call for help when it is justified.
|
||||
7. Review the shift: safety, judgment, accuracy, crowd reaction, and reputation.
|
||||
|
||||
People should not all behave the same way. Some are confused, some are rude, some are filming, and a very small number are deliberately attempting to enter.
|
||||
A shift lasts roughly 10–15 minutes. Most people comply when approached calmly.
|
||||
|
||||
## Authorized Access
|
||||
## Access and Verification
|
||||
|
||||
Some people are authorized to enter the building. The security guard must verify them before granting access.
|
||||
Some people are authorized to enter. The guard may admit them by:
|
||||
|
||||
An authorized person can be admitted if either:
|
||||
- recognizing a person the guard already knows; or
|
||||
- verifying a venue-appropriate artifact: wristband, ID, ticket, credential, or guest list.
|
||||
|
||||
- The guard already knows and recognizes them.
|
||||
- The person presents a valid event or staff wristband, which the guard checks before opening the entrance.
|
||||
Artifacts can be valid, expired, counterfeit, mismatched, missing, or ambiguous. The player inspects the details the venue asks for instead of judging by appearance.
|
||||
|
||||
The wristband check should require the player to inspect details such as its color, pattern, date, or event marking. NPCs may have valid wristbands, expired wristbands, counterfeit wristbands, or no wristband at all.
|
||||
Decisions are admit, redirect, hold, or refuse. Incorrectly denying an authorized person hurts reputation; admitting an unauthorized person is a security failure. Recognition is a player decision and is recorded as evidence.
|
||||
|
||||
The player should avoid relying on appearance or assumptions. A familiar person may still need verification if the building’s current policy requires it, while an unfamiliar person with a valid wristband may be admitted after a successful check. Incorrectly denying an authorized person harms the building’s reputation; admitting someone without authorization creates a security failure.
|
||||
## Escalation Model
|
||||
|
||||
---
|
||||
| Level | Player response | Intent |
|
||||
| --- | --- | --- |
|
||||
| 0 | Observation | Watch harmless behavior; intervene only when needed. |
|
||||
| 1 | Simple deterrence / polite direction | Raise a hand, make eye contact, point to the sidewalk or check-in area, shake the head, give a short instruction. |
|
||||
| 2 | Formal warning | State the rule and ask for compliance; optionally arm the body camera. |
|
||||
| 3 | Blocking and positioning | Stand between the person and the door, secure the entrance, keep distance and an escape route, ask for their reason. |
|
||||
| 4 | Radio for security assistance | Request a second guard, supervisor, building management, or other support. |
|
||||
| 5 | Emergency response | Hold and confirm the emergency call only for an immediate threat such as a weapon, assault, forced entry, or serious threat to occupants. |
|
||||
|
||||
## Escalation System
|
||||
At Level 2 an NPC may leave, argue, pretend not to understand, record the guard, call someone, or move closer. At Level 3 the goal is to deny access **without starting a fight**. Physical contact creates legal, employment, and public-relations consequences.
|
||||
|
||||
## Level 0: Observation
|
||||
|
||||
The guard watches NPC behavior and decides whether intervention is needed.
|
||||
|
||||
Examples:
|
||||
|
||||
- Someone taking a photograph from the sidewalk
|
||||
- A tourist reading a map
|
||||
- A person sitting briefly on the edge of the steps
|
||||
- Someone approaching the entrance with a delivery package
|
||||
|
||||
The player should avoid interrupting harmless behavior. Unnecessary confrontations reduce the guard’s performance rating.
|
||||
|
||||
---
|
||||
|
||||
## Level 1: Simple Deterrence and Polite Direction
|
||||
|
||||
The player can begin with a simple, nonverbal deterrent before speaking. These actions are quick and low-pressure, making them useful when someone is only approaching the steps casually or appears unsure.
|
||||
|
||||
Possible actions include:
|
||||
|
||||
- Raise an open hand to signal “stop” or “please wait”
|
||||
- Make eye contact
|
||||
- Point toward the public sidewalk
|
||||
- Gesture toward the wristband-check area
|
||||
- Shake the head gently when someone approaches a restricted entrance
|
||||
|
||||
If the person continues, the player uses a short verbal prompt.
|
||||
|
||||
Example commands:
|
||||
|
||||
- “Please keep the stairs clear.”
|
||||
- “The entrance is for authorized guests only.”
|
||||
- “You can’t remain here.”
|
||||
- “Please move back to the sidewalk.”
|
||||
|
||||
At this stage, most NPCs comply immediately.
|
||||
|
||||
---
|
||||
|
||||
## Level 2: Formal Warning
|
||||
|
||||
If the person remains on the steps or continues toward the entrance, the player issues a formal warning.
|
||||
|
||||
Possible dialogue:
|
||||
|
||||
> “This is private property. You have been asked to leave. Please move away from the entrance now.”
|
||||
|
||||
The player may activate a visible security light or body camera. This creates a record of the interaction and can discourage repeat offenders.
|
||||
|
||||
At this level, the NPC may:
|
||||
|
||||
- Leave
|
||||
- Argue
|
||||
- Pretend not to understand
|
||||
- Start recording the guard
|
||||
- Call someone else
|
||||
- Move closer to the door
|
||||
|
||||
---
|
||||
|
||||
## Level 3: Blocking and Physical Positioning
|
||||
|
||||
The guard moves into a defensive position between the NPC and the building.
|
||||
|
||||
Gameplay actions:
|
||||
|
||||
- Stand in front of the entrance
|
||||
- Point toward the public sidewalk
|
||||
- Lock or secure the door
|
||||
- Request the person’s reason for entry
|
||||
- Keep distance while maintaining a clear escape route
|
||||
- Use a flashlight or radio warning tone at night
|
||||
|
||||
The player should not automatically shove or strike people. Physical contact creates legal, employment, and public-relations consequences.
|
||||
|
||||
This level is about **denying access without creating a fight**.
|
||||
|
||||
---
|
||||
|
||||
## Level 4: Radio for Security Assistance
|
||||
|
||||
If the person refuses to leave, attempts to force the door, threatens staff, or repeatedly returns, the player uses the radio.
|
||||
|
||||
Possible assistance:
|
||||
|
||||
- A second security guard
|
||||
- Building management
|
||||
- Police dispatch
|
||||
- Nearby security personnel
|
||||
|
||||
The radio call takes time, so the player must continue monitoring the person while waiting. The player can choose what information to report:
|
||||
|
||||
- Location
|
||||
- Description
|
||||
- Behavior
|
||||
- Whether weapons have been seen
|
||||
- Whether anyone is in immediate danger
|
||||
|
||||
Incorrect or exaggerated reports damage the guard’s credibility.
|
||||
|
||||
---
|
||||
|
||||
## Level 5: Emergency Response
|
||||
|
||||
This is reserved for immediate threats, such as:
|
||||
|
||||
- A person displaying a weapon
|
||||
- An attempted forced entry while people are inside
|
||||
- An assault on the guard or another person
|
||||
- A serious threat against occupants
|
||||
- A violent struggle that cannot be safely disengaged
|
||||
|
||||
The player presses and holds a clearly marked **Emergency Radio** button. A confirmation prompt prevents accidental activation.
|
||||
|
||||
The call brings an off-duty law-enforcement officer or armed emergency responder to the location. This character has greater authority and can control a dangerous situation, but the call has serious consequences:
|
||||
|
||||
- The building may be evacuated
|
||||
- The street may be closed
|
||||
- The guard’s actions are reviewed
|
||||
- The building loses reputation
|
||||
- The player may face an investigation if the call was unjustified
|
||||
- The officer may use force only when the game’s threat assessment supports it
|
||||
|
||||
The officer should not function as a convenient “stronger attack.” Their role is to handle a crisis the player cannot safely manage. In most scenarios, their arrival results in commands, restraint, evacuation, or arrest rather than automatic gunfire.
|
||||
|
||||
---
|
||||
At Level 4 the report matters: location, description, behavior, weapons seen, and immediate danger. Exaggerated reports damage credibility. At Level 5 the call may evacuate the building, close the street, trigger a review, cost reputation, or open an investigation if unjustified. Responders may command, restrain, evacuate, or arrest; they are not a routine stronger attack.
|
||||
|
||||
## NPC Behavior Types
|
||||
|
||||
## Tourists
|
||||
|
||||
- Take photos
|
||||
- Sit on steps
|
||||
- Wander toward restricted doors
|
||||
- Usually respond well to polite directions
|
||||
|
||||
## Street Performers
|
||||
|
||||
- May block stairs
|
||||
- May become argumentative if moved
|
||||
- Can be redirected to a permitted area
|
||||
|
||||
## Influencers and Filmmakers
|
||||
|
||||
- Film the guard
|
||||
- Test boundaries for content
|
||||
- May accuse the guard of overreacting
|
||||
- Create public-relations risk
|
||||
|
||||
## Confused Visitors
|
||||
|
||||
- Have appointments or directions
|
||||
- May genuinely believe the building is public
|
||||
- Reward patient explanations
|
||||
|
||||
## Intoxicated Pedestrians
|
||||
|
||||
- Move unpredictably
|
||||
- May ignore instructions
|
||||
- Require additional distance and assistance
|
||||
|
||||
## Trespassers
|
||||
|
||||
- Repeatedly test entrances
|
||||
- Use distractions
|
||||
- May return after being told to leave
|
||||
|
||||
## Violent Threats
|
||||
|
||||
- Rare
|
||||
- Escalate quickly
|
||||
- Trigger the emergency response system only when their behavior indicates immediate danger
|
||||
|
||||
## 51/50s
|
||||
|
||||
Crazy Homeless Individuals may be referred to as "51/50s" in the context of the game, indicating a person who may be experiencing a mental health crisis and could pose a potential threat to themselves or others.
|
||||
|
||||
- May loiter near entrances
|
||||
- Can be unpredictable in behavior
|
||||
- Often respond poorly to aggressive confrontation
|
||||
- Require careful de-escalation and patience
|
||||
|
||||
---
|
||||
- **Tourists:** take photos, sit on steps, drift toward restricted doors; usually respond well to polite directions.
|
||||
- **Street performers:** may block stairs or argue when moved; can be redirected to a permitted area.
|
||||
- **Influencers and filmmakers:** film the guard, test boundaries, and create public-relations risk.
|
||||
- **Confused visitors:** may have appointments or genuinely believe the building is public; reward patient explanation.
|
||||
- **Intoxicated pedestrians:** move unpredictably, ignore instructions, and need extra distance or assistance.
|
||||
- **Trespassers:** test entrances, use distractions, and may return after being told to leave.
|
||||
- **Violent threats:** rare, escalate quickly, and justify emergency response only when behavior shows immediate danger.
|
||||
- **People in mental-health crisis:** may loiter, behave unpredictably, and respond poorly to aggression; require patience and careful de-escalation. The setting may refer to a 51/50 hold, but the game should present the person respectfully, not as an automatic threat.
|
||||
|
||||
## Special Systems
|
||||
|
||||
## Reputation Meter
|
||||
### Reputation
|
||||
|
||||
The player is evaluated on:
|
||||
The shift evaluates peaceful resolutions, response time, radio accuracy, unnecessary confrontations, public complaints, property damage, entrance security, and whether assistance was justified. Calling armed help too often scores poorly even when no one is hurt.
|
||||
|
||||
- Number of incidents resolved peacefully
|
||||
- Response time
|
||||
- Accuracy of radio reports
|
||||
- Number of unnecessary confrontations
|
||||
- Public complaints
|
||||
- Property damage
|
||||
- Whether the entrance remained secure
|
||||
### Evidence and Body Camera
|
||||
|
||||
A player who calls armed assistance too often should score poorly, even if no one was injured.
|
||||
Interactions are recorded automatically. The body camera is a real state the player can toggle; a formal warning also arms it. The shift review uses the recorded events and evidence to show whether the response was justified.
|
||||
|
||||
## Evidence and Body Camera
|
||||
### Crowd Reaction
|
||||
|
||||
Interactions are automatically recorded. After each shift, the player reviews incidents and sees whether their escalation was justified.
|
||||
Nearby pedestrians react to the guard. Calm professionalism attracts little attention; aggression draws a crowd; visible weapons or responders can cause panic. Good de-escalation keeps the boulevard moving.
|
||||
|
||||
This encourages players to think before acting.
|
||||
### Radio Limits
|
||||
|
||||
## Public Crowd Reaction
|
||||
|
||||
Nearby pedestrians react to the guard’s behavior:
|
||||
|
||||
- Calm professionalism attracts little attention
|
||||
- Aggressive behavior creates a crowd
|
||||
- Visible weapons or emergency responders cause panic
|
||||
- Good de-escalation keeps the boulevard moving normally
|
||||
|
||||
## Limited Radio Battery or Cooldown
|
||||
|
||||
The emergency radio should not be infinitely available. A call has a cooldown and may require the player to give a short report first.
|
||||
|
||||
---
|
||||
The emergency radio has a cooldown, and the call requires a short report. Assistance takes time to arrive, so the guard must keep monitoring the situation.
|
||||
|
||||
## Shift Structure
|
||||
|
||||
Each shift lasts 10–15 minutes.
|
||||
- **Early:** harmless tourists, delivery workers, people resting on the steps.
|
||||
- **Midday:** heavier crowds, more entry attempts, more filming.
|
||||
- **Evening:** lower light, more intoxicated pedestrians and aggressive groups.
|
||||
- **Late:** a rare serious incident may test whether the player recognizes a real threat without overreacting to ordinary behavior.
|
||||
|
||||
### Early Shift
|
||||
## Outcomes
|
||||
|
||||
Mostly harmless tourists, delivery workers, and people sitting on the stairs.
|
||||
A successful shift keeps the building secure, resolves most incidents without force, keeps public access clear, makes justified emergency calls, avoids bystander injuries, and follows policy.
|
||||
|
||||
### Midday
|
||||
A poor shift involves excessive force, confronting innocent people, ignoring a real threat, false reports, allowing unauthorized entry, causing a crowd or panic, or behaving recklessly even if the door stayed locked.
|
||||
|
||||
Crowds become heavier. More people attempt to enter the building or film interactions.
|
||||
## Venues
|
||||
|
||||
### Evening
|
||||
### El Capitan Entertainment Centre (6840 Hollywood Blvd)
|
||||
|
||||
Lighting decreases. Intoxicated pedestrians and aggressive groups become more common.
|
||||
The original scenario: the historic Masonic Temple / El Capitan Entertainment Centre, with six Ionic columns, eight stone steps, the Hollywood Walk of Fame sidewalk, neighbouring theatre and retail frontage, and the four-lane boulevard. Tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in crisis, and rare violent threats approach from the street.
|
||||
|
||||
### Late Shift
|
||||
Authorized people are recognized or present a valid wristband. Wristbands vary by color, pattern, date, and event marking, and may be valid, expired, counterfeit, or missing.
|
||||
|
||||
A rare serious incident may occur, testing whether the player recognizes a genuine threat instead of overreacting to ordinary behavior.
|
||||
### The Joke Shop
|
||||
|
||||
---
|
||||
A Sunset Strip comedy club inspired by The Comedy Store at 8433 Sunset Blvd: a
|
||||
low black hall under a deep, signature-covered canopy, a circular blade sign,
|
||||
red velvet curtains and the dry hillside rising behind it. The door person
|
||||
checks IDs, tickets, reservations, guest-list status, and screens guests with a
|
||||
handheld wand under venue policy.
|
||||
|
||||
## Win and Loss Conditions
|
||||
The wand does **not** identify a weapon automatically. Keys, belts, and phones can trigger false alarms; the player must ask the guest to identify the item and apply procedure. A guest with valid credentials can still require assistance if they threaten staff or patrons.
|
||||
|
||||
## Successful Shift
|
||||
Typical events:
|
||||
|
||||
- Building remains secure
|
||||
- Most incidents are resolved without physical force
|
||||
- Public access remains clear
|
||||
- Emergency calls are justified
|
||||
- No bystanders are injured
|
||||
- The player follows company policy
|
||||
- a busy weekend show creates a long line;
|
||||
- a performer arrives through the guest entrance;
|
||||
- a guest has a reservation but no ID;
|
||||
- a fake or borrowed ID appears;
|
||||
- a wand alert comes from keys or a belt;
|
||||
- a guest refuses screening but insists on entering;
|
||||
- someone tries to follow an authorized person through the door;
|
||||
- a late audience member arrives during the performance.
|
||||
|
||||
## Poor Performance
|
||||
Joke Shop escalation follows the common ladder: direction, explanation, repeat request, refusal, manager/security assistance, emergency only for immediate danger.
|
||||
|
||||
- Excessive use of force
|
||||
- Repeatedly confronting innocent people
|
||||
- Ignoring a real threat
|
||||
- Making false radio reports
|
||||
- Allowing repeated unauthorized entry
|
||||
- Causing a crowd or panic
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
A shift can be technically “secure” but still receive a poor rating if the guard behaves recklessly.
|
||||
A busy studio entrance with audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, influencers, and the same range of street behavior as the building scenario.
|
||||
|
||||
---
|
||||
Staff and guests are recognized or present a wristband, credential, ticket, guest-list confirmation, or other approved marker. The player keeps the steps clear, protects arrivals and equipment, manages filming boundaries, watches for tailgating, and calls for help only when there is immediate danger.
|
||||
|
||||
## Venues and Scenarios
|
||||
Typical events:
|
||||
|
||||
The game should support multiple venues, each with its own access rules, crowd patterns, equipment, and escalation procedures. The core gameplay remains the same: observe, verify access, communicate clearly, and use the lowest effective level of escalation.
|
||||
- a crowd gathers for a celebrity arrival;
|
||||
- tourists block the entrance for photographs;
|
||||
- a performer sets up in the audience queue;
|
||||
- an influencer ignores the filming boundary;
|
||||
- a confused visitor believes the studio is open;
|
||||
- an intoxicated pedestrian approaches the stage door;
|
||||
- a trespasser blends into an audience group;
|
||||
- an authorized guest arrives without a wristband;
|
||||
- someone presents a counterfeit credential;
|
||||
- a violent threat appears during a crowded arrival.
|
||||
|
||||
## The Joke Shop
|
||||
## Presentation and Controls
|
||||
|
||||
**The Joke Shop** is a comedy club scenario where the player works as a door person at the entrance. The player is responsible for checking identification, confirming that guests are attending the correct show, and screening guests for weapons with a handheld security wand.
|
||||
The game is first-person: WASD and mouse look, a focus cone on nearby people, a billboarded focus circle, `Tab`/mouse-wheel cycling for aim-free selection, and a radial action menu opened with left click or `Space`. `Shift` is precision walk. Gamepad input is supported, and keys/buttons can be remapped in Settings.
|
||||
|
||||
### Primary Responsibilities
|
||||
The action wheel prioritizes de-escalation: Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio. Emergency stays on `R` and is not a wheel slice. `W` is walk, never the wand; `C` is the optional wand shortcut.
|
||||
|
||||
- Check each guest’s government-issued ID where required.
|
||||
- Confirm that the guest meets the venue’s age requirement.
|
||||
- Verify that the ID appears valid and belongs to the person presenting it.
|
||||
- Check tickets, reservations, or guest-list status.
|
||||
- Use the handheld wand according to venue policy.
|
||||
- Direct guests through the entrance without blocking the sidewalk.
|
||||
- Refuse entry when a guest has an invalid ID, no valid admission, or a prohibited item.
|
||||
The visual direction is readable stylized realism:
|
||||
|
||||
### Guest Outcomes
|
||||
- **Blender library:** 8 skinned NPC variants, 18 gear pieces, and 20 street/venue props, with baked albedo/normal/AO/ORM maps, a manifest, and procedural fallbacks. `Rig/Head` stays the focus anchor.
|
||||
- **Realism pass:** AI-assisted per-phase skyline panoramas, v2 surface tiles with normal maps, wet asphalt at night, a warm day haze, phase-specific sun/exposure/fog, a visible flashlight beam, and denser foliage.
|
||||
- **References and QA:** runtime UI art lives in `assets/images/ui/`; reference/art-direction sets live in `docs/screens/designs/` and `docs/screens/concepts/`; captures live in `docs/screenshots/`; realism runs live in `docs/screens/realism/`. `screen_designs.py compare/judge` and `tools/check_screenshots.sh` guard drift.
|
||||
- **Storage convention:** see [ADR-0014](docs/adr/0014-runtime-image-root.md). Never overwrite an existing image; new outputs get a new path or `-vN` suffix.
|
||||
|
||||
A guest may have:
|
||||
The path from the current vertical slice to the 0.10.0 release candidate — content depth, onboarding, accessibility, platform QA and release readiness — is tracked in [`TODO.md`](TODO.md); this plan stays at the product/design level.
|
||||
|
||||
- A valid ID and ticket
|
||||
- A valid ID but no ticket or reservation
|
||||
- An expired, damaged, or questionable ID
|
||||
- An ID that does not match the guest
|
||||
- A prohibited item detected by the wand
|
||||
- A harmless item that causes a false alarm
|
||||
- No ID when identification is required
|
||||
|
||||
The player must make decisions based on the venue’s rules and observable evidence, not on a guest’s appearance or attitude. A calm guest with a valid ID should be admitted efficiently, while an aggressive guest with valid credentials may still require assistance if they threaten staff or other patrons.
|
||||
|
||||
### Joke Shop Escalation
|
||||
|
||||
1. **Nonverbal direction:** Raise a hand, point to the ID-check area, or gesture for the guest to wait.
|
||||
2. **Routine explanation:** Explain the ID, ticket, or wand-check requirement.
|
||||
3. **Repeat request:** Clearly state what is missing or what must happen before entry.
|
||||
4. **Refusal of entry:** Keep the guest outside and direct them away from the entrance.
|
||||
5. **Manager or security assistance:** Call for a supervisor or another staff member when a guest argues, refuses screening, or blocks the line.
|
||||
6. **Emergency response:** Call emergency services only for an immediate threat, such as a weapon, assault, or serious attempt to force entry.
|
||||
|
||||
The handheld wand should not automatically identify an item as a weapon. The player must interpret the alert, ask the guest to identify the item, and follow venue procedure. The goal is to create a believable screening challenge while keeping the emphasis on communication and proportionate responses.
|
||||
|
||||
### Scenario Events
|
||||
|
||||
- A busy weekend comedy show creates a long line.
|
||||
- A performer arrives through the guest entrance and must be recognized or verified.
|
||||
- A guest forgets their ID but appears on the reservation list.
|
||||
- A fake or borrowed ID is presented.
|
||||
- A wand alert comes from keys, a belt buckle, or a phone.
|
||||
- A guest refuses the screening but insists on entering.
|
||||
- A disruptive guest attempts to follow another person through the door.
|
||||
- A late-arriving audience member tries to enter during a performance.
|
||||
|
||||
## Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario takes place outside a late-night television studio on Hollywood Boulevard. The guard manages the front steps, studio entrance, guest arrivals, deliveries, audience members, and the public crowd gathered around the building.
|
||||
|
||||
The studio encounters all of the NPC types described in the game plan:
|
||||
|
||||
- **Tourists** stopping to take photos or watch arrivals
|
||||
- **Street performers** occupying the steps or performing near the entrance
|
||||
- **Influencers and filmmakers** recording the guard, guests, or celebrity arrivals
|
||||
- **Confused visitors** looking for the wrong entrance or trying to attend a show without understanding the access rules
|
||||
- **Intoxicated pedestrians** approaching the entrance or disrupting the crowd
|
||||
- **Trespassers** testing the doors, trying to follow authorized guests, or returning after being directed away
|
||||
- **Violent threats**, which are rare but require careful recognition and emergency escalation
|
||||
|
||||
The studio also has authorized guests and staff. They must either be recognized by the guard or present a valid wristband, credential, guest-list confirmation, or other approved access marker. The player must check these credentials without holding up the audience line or allowing unauthorized people to enter.
|
||||
|
||||
### Studio Responsibilities
|
||||
|
||||
- Keep the front steps and entrance clear.
|
||||
- Direct tourists and performers away from restricted areas.
|
||||
- Check wristbands, credentials, tickets, or guest-list status.
|
||||
- Admit authorized staff, performers, guests, and audience members.
|
||||
- Manage influencers and filmmakers without unnecessarily obstructing lawful filming.
|
||||
- Protect celebrity arrivals and production equipment from crowding.
|
||||
- Coordinate with studio staff, production assistants, and additional security guards.
|
||||
- Watch for attempts to follow authorized people through the entrance.
|
||||
- Call for emergency assistance only when there is an immediate threat.
|
||||
|
||||
### Studio Scenario Events
|
||||
|
||||
- A crowd gathers to watch a celebrity arrive.
|
||||
- Tourists stop on the steps and block the entrance for photographs.
|
||||
- A street performer sets up in front of the audience queue.
|
||||
- An influencer repeatedly ignores the restricted filming boundary.
|
||||
- A confused visitor believes the studio is open to the public.
|
||||
- An intoxicated pedestrian wanders toward the stage door.
|
||||
- A trespasser tries to blend into an audience group.
|
||||
- An authorized guest arrives without their wristband and must be verified another way.
|
||||
- Someone presents a counterfeit wristband or credential.
|
||||
- A violent threat appears during a crowded arrival, requiring the player to protect the entrance while calling for assistance.
|
||||
|
||||
---
|
||||
|
||||
## Visual Quality Direction
|
||||
|
||||
The game prioritizes readable, well-lit, low-poly presentation over realism (GL Compatibility
|
||||
renderer). The v0.6.0 visual pass moves presentation to a **Blender-authored asset library**:
|
||||
skinned NPC character variants, head/back/chest/hand gear, and street/venue props, all carrying
|
||||
baked albedo/normal/AO/ORM maps. A generator (`tools/blender_assets.py`) and manifest
|
||||
(`assets/models/blender/manifest.json`) keep the assets reproducible; the game selects variants
|
||||
by NPC role/outfit and keeps the procedural rig and primitive props as offline fallbacks. The
|
||||
existing AI tools remain the source of art direction for fabric textures, palettes, and the
|
||||
screen-design compare/judge gate.
|
||||
|
||||
The library targets 8 character variants (casual, jacket, coat, vest, dress, hoodie, firefighter,
|
||||
guard), 18 gear pieces, and 20 props — including replacements for the current generated street
|
||||
furniture, lamps, trees, doors, marquee, and a venue car. Integration must preserve the
|
||||
`Rig/Head` focus anchor, seed-driven outfit determinism, collider/navigation footprints, and the
|
||||
frame budget measured by `smoke_npc_budget.gd`. See
|
||||
[`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) and
|
||||
[ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
|
||||
|
||||
### Realism pass
|
||||
|
||||
The target look is the realistic 3D-game frames in `docs/screens/designs/` and the larger
|
||||
example set in `docs/screens/concepts/`: hazy, layered city depth, believable materials, and
|
||||
warm practical lights at night. Readability still comes first. Silhouettes, the focus ring and
|
||||
the HUD must stay clear, and the GL Compatibility renderer stays.
|
||||
|
||||
- **Backgrounds.** The flat, black-box skyline strip is retired in favour of AI-generated
|
||||
panoramic skylines (Hollywood mid-rises, palms, hills) for day, dusk and night. Each one is a
|
||||
transparent-sky 4:1 strip that tiles horizontally on the existing backdrop ring, and the night
|
||||
variant has lit windows.
|
||||
- **Textures.** Higher-detail seamless 1024² tiles with derived normal maps for brick, granite,
|
||||
sidewalk pavers, asphalt (dry and wet), steps, awning canvas and stucco, at the current UV
|
||||
scales.
|
||||
- **Process.** `tools/scene_concepts.py` generates (never overwriting existing images),
|
||||
processes, audits and judges. `src/test/capture_realism.gd` captures the same camera shots
|
||||
with the current and the candidate assets, swapped at runtime, so a candidate is compared
|
||||
before any game code changes. Candidates are adopted only when the realism report (Pillow
|
||||
detail metrics + vision-model realism scores) improves and `screen_designs.py judge` shows no
|
||||
new `diff`.
|
||||
- **Storage.** Raw AI output: `assets/textures/ai/v2/raw/` (local, gitignored). Game-ready
|
||||
candidates: `assets/textures/ai/game_ready/v2/`. Scene references: `docs/screens/concepts/`.
|
||||
Trial captures and reports: `docs/screens/realism/<run>/`.
|
||||
- **First result (2026-11-01).** Swapping in the v2 skyline and tiles raised the judge's mean
|
||||
backdrop score from 2.6 to 4.0 and texture detail from 1.2 to ~1.7. Overall realism stayed at
|
||||
~2/10; the limits were lighting and exposure, flat facades and blob foliage, not textures.
|
||||
- **Adopted (2026-11-01).** The v2 picks are now the runtime skyline and surface set, the phase
|
||||
lighting was retuned (exposure, darker dusk/late, practical lights, wet asphalt at night), the
|
||||
backdrop is a fog-free 90 m panorama ring per phase, the facade gained plinth/string
|
||||
courses/cornice/pilasters/glazing bars, and the library trees and shrubs are denser. Judge
|
||||
scores on the like-for-like shots rose on every sub-score (overall 0.8 → 1.0, backdrop
|
||||
0.6 → 1.6) with the metric gap down 0.444 → 0.348
|
||||
(`docs/screens/realism/2026-11-01-adopt/`). The remaining gap to the concepts is the low-poly
|
||||
character and prop fidelity, a visible flashlight beam at night, and the entrance still being
|
||||
~20 % brighter than the concept (`TODO.md` → Realism follow-ups).
|
||||
|
||||
The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation.
|
||||
|
||||
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
|
||||
Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md), [ADR-0009](docs/adr/0009-radial-action-menu.md), [ADR-0010](docs/adr/0010-procedural-npc-presentation.md), [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md), [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md), [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
## Engine: Godot 4
|
||||
- **Engine:** Godot 4.7.2, GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build.
|
||||
- **Language:** GDScript.
|
||||
- **Architecture:** venue-driven simulation; shared systems plus `Resource`-based scenario data.
|
||||
- **Navigation:** `NavigationRegion3D` / `NavigationAgent3D`.
|
||||
- **NPC behavior:** lightweight custom finite state machines driven by `NpcProfile` resources.
|
||||
- **UI/audio:** Godot `Control` nodes, themes, procedural audio, and JSON-backed localized strings.
|
||||
- **Persistence:** JSON in `user://` for settings and shift history.
|
||||
- **Testing:** custom headless runner (`src/test/test_runner.gd`); GUT was evaluated and not adopted. Python tooling tests cover the asset/screenshot pipelines.
|
||||
- **Source control/CI:** git on Gitea; `.gitea/workflows/build.yml` runs headless checks and builds/publishes releases on tags.
|
||||
- **Targets:** Windows, Linux, macOS, and Web. Release artifacts include portables, an NSIS installer, an AppImage, a Web zip, and an optional Desktop HQ zip (Forward+ volumetric lighting; Vulkan required).
|
||||
|
||||
The game is built with the Godot Engine 4.x editor. Godot was chosen for its free and open-source license, built-in 3D rendering, navigation, animation, audio, and UI systems, and its low weight for fast prototyping and iteration.
|
||||
## Versioning and Delivery
|
||||
|
||||
## Language: GDScript
|
||||
|
||||
Gameplay logic is written in GDScript. It is tightly integrated with the engine, fast to iterate on, and avoids an external build toolchain for the prototype phase.
|
||||
|
||||
## Architecture Mapping
|
||||
|
||||
The venue-driven architecture maps onto Godot as follows:
|
||||
|
||||
- **Nodes and scenes:** Each major system (`ShiftCoordinator`, `NPCController`, `InteractionSystem`, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`, `ShiftReview`) is a Godot node or scene.
|
||||
- **Scenarios as resources:** `VenueScenario` and content such as `NpcProfile`, `Dialogue`, `EventPool`, and `AccessPolicy` are defined as custom Godot `Resource` types so venue content is data-driven and inspectable in the editor.
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D` drive NPC and player movement.
|
||||
- **NPC behavior:** Lightweight custom finite state machines built on the `NPCController` node, with behavior traits coming from `NpcProfile` resources.
|
||||
- **UI:** Godot `Control` nodes and themes for prompts, access inspection, radio reports, dialogue, timers, and the shift review screen.
|
||||
- **Audio:** Godot audio buses and `AudioStreamPlayer` nodes for voices, crowd noise, radio, and environment sound.
|
||||
|
||||
## Content and Data
|
||||
|
||||
- Scenario and entity configuration uses typed Godot `Resource` files (`.tres`), created either in the editor or via scripts.
|
||||
- Localized dialogue and text are stored in JSON files when they need to be editable outside the editor.
|
||||
- Save data and shift results use JSON in Godot's `user://` directory.
|
||||
|
||||
## Testing
|
||||
|
||||
- Unit and scenario tests use a lightweight custom headless runner
|
||||
(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
|
||||
- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
|
||||
|
||||
## Version Control and CI
|
||||
|
||||
- Source is tracked with git.
|
||||
- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
|
||||
Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
|
||||
|
||||
## Planned Commands
|
||||
|
||||
The following commands apply once the Godot project is scaffolded:
|
||||
|
||||
- Open the editor: `godot --editor --path .`
|
||||
- Run the game: `godot --path .`
|
||||
- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
|
||||
|
||||
## Export Targets
|
||||
|
||||
Desktop is the first target: Windows, Linux, and macOS. A Web export now ships as well
|
||||
(non-threaded, static hosting); it is published with each release as a zip.
|
||||
|
||||
## Player Control, Focus, and Action Menu (next pass)
|
||||
|
||||
The prototype already walks and looks in first person, but the control scheme fights itself and targeting is a hairline. This pass replaces that with three things that belong together: solid locomotion, a visible focus on a person, and a round action menu for what to do with them.
|
||||
|
||||
Decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md) locomotion and input layers, [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md) cone focus and focus circle, [ADR-0009](docs/adr/0009-radial-action-menu.md) radial action menu, [ADR-0010](docs/adr/0010-procedural-npc-presentation.md) procedural NPC presentation.
|
||||
|
||||
### What is wrong today
|
||||
|
||||
- `W` is walk-forward in the input map and wand-screening in `GameManager._handle_key`. Walking at someone with a wand venue fires the wand.
|
||||
- `A` / `D` are strafe and also allow/deny during inspection.
|
||||
- `Q` is polite direction and is also bound as `cancel`.
|
||||
- Focus is an 8 m physics ray from the camera. Missing a capsule by a few pixels clears the target. There is no mark in the world that you have someone.
|
||||
- NPC bodies are colored capsules with props. They read as markers, not people.
|
||||
- Actions live on number keys `1`–`6` plus `Q` / `E` / `W` / `R`. That is a cheat-sheet, not a verb you pick while looking at a person.
|
||||
- `Esc` only toggles mouse capture. There is no "I changed my mind" for an action in progress.
|
||||
|
||||
### Movement and look
|
||||
|
||||
Keep first-person WASD + mouse look. Fix the feel and stop stealing those keys.
|
||||
|
||||
- Body yaw from mouse X, head pitch from mouse Y, pitch clamped (already `-80` to `80`).
|
||||
- Move relative to body yaw only (already). Add short acceleration / deceleration so starts and stops are not instant.
|
||||
- Gravity only when `not is_on_floor()`; `floor_snap_length` so the steps work.
|
||||
- Mouse look runs only while `MOUSE_MODE_CAPTURED` and no modal UI is open (radial, inspection, wand, radio, shift review).
|
||||
- Walk speed stays around 3.2 m/s. No sprint, no crouch in this pass.
|
||||
- While the radial is open: freeze look and WASD so `A` / `D` can cycle the menu. Recapture the mouse when the menu closes.
|
||||
- `Esc` with a modal open closes that modal and does nothing else. `Esc` with nothing open keeps the current capture/release toggle.
|
||||
|
||||
Equipment stays on its own keys because it is not about a person: `G` flashlight, `L` door lock, `Tab` cycle nearby people, `V` venue (debug), `F` debug overlay. `R` stays the dedicated emergency radio (hold-to-confirm on the existing panel). Those do not go on the wheel.
|
||||
|
||||
Wand leaves `W`. It is a slice on the wheel (greyed when the venue has no wand) and an optional extra key that is not WASD, suggested `C`.
|
||||
|
||||
### Focus area
|
||||
|
||||
Replace the hairline ray as the primary picker.
|
||||
|
||||
- A **focus cone** in front of the camera: people within about 10 m whose head projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees).
|
||||
- If several heads sit in the circle, pick the one closest to the center, then the nearer one if tied.
|
||||
- The person must be in front (dot with camera forward > 0) and not fully occluded by the building. A short ray to the head is enough for occlusion.
|
||||
- `Tab` still cycles people inside 12 m as the aim-free path. Cycling sets the same focused person the cone would.
|
||||
- Clearing: look away until the head leaves the circle for a few frames (small grace so a bob does not drop them), or they walk out of range.
|
||||
|
||||
### Focus circle
|
||||
|
||||
When a person is in focus, draw a blue, semi-transparent circle in front of their face.
|
||||
|
||||
- Attach to the avatar `Head` node, just in front of the face, billboarded to the camera so it stays a circle on screen.
|
||||
- Slow spin is fine; no ping-pong scale spam.
|
||||
- Idle focus: blue, semi-transparent, modest size. Radial open on that person: brighter, slightly larger.
|
||||
- Optional small name under the circle (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
|
||||
- One circle at a time. Everyone else has none.
|
||||
|
||||
Implementation sketch: a thin unshaded `MeshInstance3D` circle (flat disc) in front of the face on the avatar, toggled from `GuardController` / `GameManager` when focus changes. Screen-space fallback (unproject head, draw a `Control` circle) is acceptable if the 3D circle z-fights on hats.
|
||||
|
||||
### Round action HUD
|
||||
|
||||
A doughnut / pie menu centered on the screen, opened on the focused person.
|
||||
|
||||
**Open**
|
||||
|
||||
- Left mouse button, or `Space`, while someone is in focus and no other modal is open.
|
||||
- If nobody is in focus, log the existing "aim first" line and do not open.
|
||||
- The click that opens the menu must not also pick a slice.
|
||||
|
||||
**While open**
|
||||
|
||||
- Mouse becomes visible. Look and walk freeze.
|
||||
- Center of the doughnut shows the focused person's `display_name`.
|
||||
- Slices, clockwise from the top, de-escalation first:
|
||||
1. Raise hand (stop / wait)
|
||||
2. Point away
|
||||
3. Head shake
|
||||
4. Polite direction (old `Q`)
|
||||
5. Inspect access (old `E`)
|
||||
6. Wand (grey if the venue has no wand)
|
||||
7. Formal warning
|
||||
8. Block
|
||||
9. Radio assist
|
||||
- Emergency is **not** on the wheel (`R` only).
|
||||
- Highlight follows the mouse angle when the cursor is over the ring. `Left` / `Right` or `A` / `D` step the highlight. Wrap around.
|
||||
|
||||
**Confirm**
|
||||
|
||||
- Click a slice: that action runs, menu closes, mouse recaptured.
|
||||
- `Space` while a slice is highlighted: same.
|
||||
- Inspect or wand: close the wheel, then open the existing inspect / wand panel. Allow / deny on that panel stay `A` / `D` (walk is frozen only while the wheel is up; once the inspect panel is open, WASD can move again, so allow/deny on `A` / `D` remains a press handler and must ignore repeats / echo, which it already does). Safer: keep walk frozen for inspect/wand too, until the panel closes. Prefer freeze until the whole interaction ends.
|
||||
- Radio assist: close the wheel, open the existing radio panel.
|
||||
|
||||
**Cancel**
|
||||
|
||||
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
||||
- Focus and the focus circle stay as they were.
|
||||
|
||||
Number keys `1`–`6` may remain as shortcuts that skip the wheel so a smoke-test script still works. They must not fire while the wheel is open (the wheel owns `A` / `D` / `Space`). Document both in the README.
|
||||
|
||||
### NPC display
|
||||
|
||||
Stay on the procedural capsule rig (no Mixamo / GLB dependency this pass). Make them read as people at conversation distance.
|
||||
|
||||
- Neck between torso and head; shoes; simple hair cap (color from seed); two dark eye spheres on the face so a head has a front.
|
||||
- Keep archetype props (camera, box, hat, sign, bag). Keep height / brightness variation from the visual seed.
|
||||
- Collision capsule matches the scaled height so the focus ray / cone hits the body you see.
|
||||
- `Head` stays a named node other systems can find (`get_node("Rig/Head")`) for the ring and the cone.
|
||||
- Walk bob and the "look at the guard when noticed" cue stay.
|
||||
- Do not put the internal type name (`Trespasser`, `Violent Threat`) on the body. The player should judge from clothes, props, and behavior. The debug overlay (`F`) can still print the type.
|
||||
|
||||
AI textures in `assets/textures/ai/` stay out of this pass unless a specific map (shirt, hair) is already the right size.
|
||||
|
||||
### Input map (target)
|
||||
|
||||
| Action | Bind |
|
||||
| --- | --- |
|
||||
| Walk | WASD / arrows (arrows **do not** walk while the wheel is open; they step the highlight) |
|
||||
| Look | Mouse, captured |
|
||||
| Open / confirm action menu | LMB, `Space` |
|
||||
| Cancel menu | RMB, `Esc` |
|
||||
| Step highlight | `A` / `D`, left / right arrows |
|
||||
| Emergency radio | `R` |
|
||||
| Flashlight | `G` |
|
||||
| Door lock | `L` |
|
||||
| Cycle nearby people | `Tab` |
|
||||
| Wand shortcut | `C` (not `W`) |
|
||||
| Inspect shortcut | `E` still allowed when the wheel is closed |
|
||||
|
||||
### Files this pass is expected to touch
|
||||
|
||||
- `src/game/guard_controller.gd` — cone focus, no look while modal, accel, floor snap.
|
||||
- `src/game/npc_avatar.gd` — face / hair / neck, head marker, ring toggle.
|
||||
- `src/game/ui/action_radial.gd` — new Control, `_draw` doughnut, slice pick.
|
||||
- `src/game/ui/hud.gd` — host the radial; stop teaching number-key verbs as the only path.
|
||||
- `src/game/game_manager.gd` — input routing, freeze flags, open/confirm/cancel.
|
||||
- `project.godot` — input map.
|
||||
- `src/core/strings.gd` — controls line, aim-first, no new tone-of-voice.
|
||||
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
|
||||
- README controls table and smoke checklist.
|
||||
|
||||
## Rendering, Models, and Selection (v0.3.0 pass)
|
||||
|
||||
Decisions: [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md) aim-free selection and precision walk, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md) surface materials and generated props.
|
||||
|
||||
The blockout look and the aim-first selection model were the two biggest gaps left by the control pass. This pass closes them without changing the game's rules.
|
||||
|
||||
**Look.** Surfaces get real profiles instead of stock materials: brick is rough and finely tiled, concrete is rougher still, asphalt is smoother and damp-looking, glass is smooth and slightly metallic. The environment gains ACES tonemapping, soft glow, aerial fog and a mild grade, all driven by the same per-phase configuration that already moves the sun and sky. The facade gains framed windows that light up after dark, a stone base course, door trim and handles. Street furniture becomes real geometry: bollards, benches, bins, planters, newspaper boxes and a hydrant, built as `.glb` props by `tools/model_pipeline.py` with a procedural fallback. NPCs get per-role clothing palettes, small role accessories (cap, hood, backpack, sunglasses, lanyard), hands, shoes, and an arm/leg walk swing. The rule stays: the player judges people from clothes, props and behaviour, never from an archetype label.
|
||||
|
||||
**Models.** Prop meshes are deterministic primitives, so the build works offline. An image model can supply the per-prop colour palette from a concept sheet; that is the only AI influence on geometry, and it is optional. Colours are converted from sRGB to linear before they reach glTF, because glTF factors are linear.
|
||||
|
||||
**Selection.** The focus cone ranks heads by angle from the crosshair then distance. `Tab` and the mouse wheel cycle nearby people nearest-first and pin the choice, so aim-free play works. Right click clears focus and briefly suppresses re-acquisition. Holding `Shift` walks at half speed for close work at the door. Escape keeps its single meaning (close the top panel, otherwise pause).
|
||||
`config/version` in `project.godot` is the single version source (currently `0.9.6`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
|
||||
|
||||
## Design Direction
|
||||
|
||||
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
|
||||
|
||||
A useful guiding rule:
|
||||
|
||||
> **The player wins by choosing the lowest level of escalation that keeps everyone safe.**
|
||||
|
||||
## Future Ideas
|
||||
|
||||
- A rare Bob Dobbs cameo (Easter-egg appearance; placement note in `MEMORY.md`).
|
||||
- Specific unusual NPC behaviors, such as slapping their own face, using hands as scissors, or interacting with props unexpectedly.
|
||||
- Live 3D body-camera replay; additional venues or seasonal events; real voice/dialogue audio; an image-to-mesh prop pipeline.
|
||||
@@ -10,14 +10,16 @@ The central design goal is simple:
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  | |
|
||||
|  |  |
|
||||
|  | |
|
||||
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline, precision walk, and the prop lineup.*
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline,
|
||||
precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, and the prop lineup.*
|
||||
|
||||
## ⬇️ Downloads
|
||||
|
||||
@@ -29,573 +31,113 @@ The central design goal is simple:
|
||||
| **Linux — portable** | [`gig-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
|
||||
| **macOS** | [`gig-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
||||
| **Web (browser)** | [`gig-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
|
||||
| **Desktop HQ** | [`gig-line-desktop-hq-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · optional Forward+ build with volumetric fog/SDFGI/flashlight; requires a Vulkan-capable GPU/driver |
|
||||
|
||||
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||
|
||||
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||
>
|
||||
> **Latest: v0.6.0** — Blender-authored character/gear/prop library with baked AO, higher-resolution environment textures, and phase-driven library props.
|
||||
> **Latest published: v0.9.5** — the texture and material refinement pass:
|
||||
> 256² NPC maps, a four-times fabric weave without baked AO blotches, repair of
|
||||
> the Walk of Fame terrazzo band and awning stripe, and per-phase skyline haze,
|
||||
> on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and
|
||||
> the v0.9.3 UI/accessibility polish.
|
||||
>
|
||||
> **Current source: v0.9.6** — tagged and built from the same commit.
|
||||
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||
> (NSIS + appimagetool) and uploads with the portable binaries.
|
||||
>
|
||||
> Note: on this host, downloading release files currently requires sign-in;
|
||||
> the page and tag URLs are public.
|
||||
>
|
||||
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
||||
> `xattr -dr com.apple.quarantine gig-line-macos.zip`. Build instructions and
|
||||
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
|
||||
|
||||
If you are here to develop or test locally instead of downloading, jump to
|
||||
[Run and Test](#run-and-test) below.
|
||||
[Setup and Run](#setup-and-run) below.
|
||||
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4.3 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a stylized El Capitan Entertainment Centre block, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||
|
||||
## Game Overview
|
||||
|
||||
A typical shift lasts 10–15 minutes. The player:
|
||||
|
||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
||||
2. Determines why each person is approaching.
|
||||
3. Uses simple gestures or polite directions first.
|
||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
||||
6. Records the incident through body-camera and radio systems.
|
||||
7. Finishes the shift with a performance review based on safety, judgment, and professionalism.
|
||||
|
||||
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
|
||||
|
||||
## Planned Venues
|
||||
|
||||
### Hollywood Boulevard Building
|
||||
|
||||
The original scenario places the guard at the top of the steps outside a fictional building. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
|
||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
||||
|
||||
### The Joke Shop
|
||||
|
||||
The Joke Shop is a comedy-club scenario. The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
|
||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
||||
|
||||
## Escalation Model
|
||||
|
||||
The common escalation model has six levels:
|
||||
|
||||
0. **Observation** — Decide whether intervention is necessary.
|
||||
1. **Simple deterrence and polite direction** — Raise an open hand, make eye contact, point toward the sidewalk or check-in area, shake the head, or give a short instruction.
|
||||
2. **Formal warning** — Clearly explain the rule and request compliance.
|
||||
3. **Blocking and physical positioning** — Secure the entrance, maintain distance, preserve an escape route, and deny access without starting a fight.
|
||||
4. **Radio for security assistance** — Request a supervisor, second guard, building management, or other appropriate support.
|
||||
5. **Emergency response** — Hold the emergency-radio button and confirm only when there is an immediate threat, such as a weapon, assault, forced entry, or serious threat to occupants.
|
||||
|
||||
An off-duty law-enforcement officer or armed emergency responder may arrive during a valid emergency. This character is not intended to be a routine stronger attack. Their role is crisis control, evacuation, restraint, arrest, or other appropriate intervention, with force governed by the situation and meaningful consequences for unjustified calls.
|
||||
|
||||
## Core Systems
|
||||
|
||||
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
|
||||
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
|
||||
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
|
||||
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
|
||||
- **Escalation:** The player chooses the lowest effective response.
|
||||
- **Radio assistance:** Calls require useful information and may take time to arrive.
|
||||
- **Evidence:** Body-camera records support shift review and accountability.
|
||||
- **Crowd reaction:** Aggressive behavior, visible weapons, and emergency response can create panic or attract a crowd.
|
||||
- **Reputation:** Peaceful resolutions, accurate reports, low property damage, and justified calls improve performance; unnecessary confrontations and false reports reduce it.
|
||||
- **Shift review:** The player receives feedback on access decisions, escalation choices, public complaints, injuries, and security outcomes.
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
The planned solution uses a venue-driven simulation architecture. Venue configuration supplies rules, access types, NPC pools, equipment, events, and escalation policies. Shared simulation systems provide movement, perception, interactions, dialogue, access verification, escalation, radio calls, crowds, reputation, evidence, and shift review.
|
||||
|
||||
```text
|
||||
Venue Scenario / Rules
|
||||
|
|
||||
v
|
||||
Shift Coordinator -----> Event Scheduler
|
||||
| |
|
||||
v v
|
||||
NPC Simulation <---------- Interaction System
|
||||
| |
|
||||
v v
|
||||
Access Verification ----> Escalation / Response
|
||||
| |
|
||||
+-------------> Reputation / Evidence
|
||||
|
|
||||
v
|
||||
Shift Review
|
||||
```
|
||||
|
||||
The architecture maps onto Godot 4 nodes, scenes, and custom resources as described in [Tech Stack](#tech-stack). See the full arc42-style outline in [`docs/architecture.md`](docs/architecture.md) and the decisions in [`docs/adr/`](docs/adr/).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
- **Engine:** Godot Engine 4.x
|
||||
- **Language:** GDScript
|
||||
- **Architecture:** Venue-driven simulation using nodes, scenes, and custom `Resource`-based scenario data
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
|
||||
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
|
||||
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
|
||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; street-furniture models in `assets/models/generated/` build from `tools/model_pipeline.py`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter (`--variants N` produces alternative images) and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. `tools/model_pipeline.py` builds and audits the street-prop `.glb` models; `tools/npc_pipeline.py` builds and audits the skinned NPC base model.
|
||||
- **Testing:** GUT (Godot Unit Test) in headless mode
|
||||
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
|
||||
- **Targets:** Windows, Linux, and macOS desktop first; web later
|
||||
|
||||
### Image Asset Tools
|
||||
|
||||
Install the Pillow dependency used by the existing texture generator and the asset tools:
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
```
|
||||
|
||||
Generate a role-sized image (generation requires `OPENROUTER_API_KEY`):
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py generate --prompt "weathered red brick" --role tile --output assets/textures/brick_extra.png
|
||||
```
|
||||
|
||||
Generated images are resized to the selected role profile. Non-square requests use
|
||||
the validated `openai/gpt-5-image-mini` source ratio and crop to the final role dimensions.
|
||||
Transparent glyphs can be recolored while preserving their alpha mask with
|
||||
`--foreground '#ffffff'`.
|
||||
|
||||
Crop uses the image center by default; `--x` and `--y` select an explicit crop origin. Resize defaults to aspect-preserving `contain`; use `--fit cover` to crop or `--fit stretch` to distort to the exact dimensions.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py crop assets/textures/source.png assets/textures/crop.png --width 256 --height 128
|
||||
python3 tools/asset_pipeline.py resize assets/textures/source.png assets/images/scenes/scene.png --width 1920 --height 1080 --fit cover
|
||||
python3 tools/asset_pipeline.py seamless assets/textures/rough_tile.png assets/textures/tile.png
|
||||
```
|
||||
|
||||
Audit accepts image files or directories. `--role auto` infers common roles from paths and filenames; explicit roles include `tile`, `texture`, `icon`, `card`, `banner`, `backdrop`, `background`, `overlay`, `app_icon`, and `screenshot`.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/scenes --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
|
||||
### Prop models
|
||||
|
||||
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
|
||||
is real 3D geometry generated by `tools/model_pipeline.py` and written to
|
||||
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
|
||||
`WorldBuilder` instantiates it with a procedural fallback when the model or its
|
||||
import is missing, so the world still builds on a fresh checkout.
|
||||
|
||||
```bash
|
||||
# Print the catalogue (parts, triangle count, whether a model/concept exists)
|
||||
python3 tools/model_pipeline.py list
|
||||
|
||||
# Rebuild the models (deterministic, offline) and validate them
|
||||
python3 tools/model_pipeline.py build
|
||||
python3 tools/model_pipeline.py audit
|
||||
|
||||
# Optional: an image model supplies the colour palette per prop
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/model_pipeline.py concept
|
||||
python3 tools/model_pipeline.py concept --only bench --force
|
||||
```
|
||||
|
||||
Each prop is a small list of boxes and cylinders, so `build` needs no network and
|
||||
the output is byte-identical between runs. `concept` asks an image model for a
|
||||
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
|
||||
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
|
||||
stone, green → foliage). glTF stores colours in linear space, so the tool converts
|
||||
the sRGB palettes before writing them. Re-run `build` and `godot --headless
|
||||
--path . --import` after changing a prop. See
|
||||
[ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md).
|
||||
|
||||
Surface materials share one definition in `src/game/materials.gd`: named
|
||||
roughness/metallic profiles per surface, plus the environment tune-up (ACES
|
||||
tonemapping, glow, fog, colour grading) that the phase lighting applies.
|
||||
|
||||
### NPC character model
|
||||
|
||||
NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
|
||||
character authored in Blender ([ADR-0013](docs/adr/0013-blender-authored-npc-characters.md)).
|
||||
`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
|
||||
per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
|
||||
five material slots from the seed-driven outfit, and drives the bones from the
|
||||
existing animation code; the procedural rig remains the offline fallback (see
|
||||
the [graphics plan](docs/plan-graphics-v0.6.md)).
|
||||
|
||||
```bash
|
||||
# Print the frozen contract (slots, bone names, triangle budget)
|
||||
python3 tools/npc_pipeline.py list
|
||||
|
||||
# Rebuild the skinned base mesh + neutral maps in Blender and validate it
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
|
||||
# Layer the AI clothing albedos (shirt/trousers) over the procedural weave, and
|
||||
# derive per-fabric outfit colours for the avatar palette
|
||||
python3 tools/npc_pipeline.py prepare
|
||||
python3 tools/npc_pipeline.py palette
|
||||
```
|
||||
|
||||
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
|
||||
which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into the
|
||||
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
|
||||
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
|
||||
|
||||
### Blender asset library (loaded by the game)
|
||||
|
||||
`tools/blender_assets.py` models a larger library procedurally in Blender for the
|
||||
v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
|
||||
dress, hoodie, firefighter, guard), each a drop-in for `npc_base.glb` (same bones,
|
||||
joint positions and tint slots); **18 gear pieces** authored at head/hand/back/chest
|
||||
attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
|
||||
clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
|
||||
(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
|
||||
street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
|
||||
handrail, podium, double door, marquee, sedan).
|
||||
|
||||
`NpcAvatar` selects a character by role/seed, tints the five contract slots, and
|
||||
attaches gear at the documented points; `WorldBuilder` loads the library props
|
||||
with colliders/avoidance and drives their emissive parts from the day/night
|
||||
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
|
||||
Contract and integration notes: [`docs/blender-assets.md`](docs/blender-assets.md).
|
||||
|
||||
| Characters | Props |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
|
||||
python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
|
||||
python3 tools/blender_assets.py audit # no Blender needed
|
||||
godot --headless --path . --import
|
||||
```
|
||||
|
||||
### Confirmed game assets
|
||||
|
||||
Everything below is audited and shipped in the game; development-only outputs
|
||||
(AI concept sheets, Blender sources, raw AI fabrics) are gitignored.
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|
||||
- **Surface textures:** the v2 picks above (brick, sidewalk pavers, dry and wet asphalt, awning canvas) plus their normal maps, loaded by `src/game/materials.gd` and `WorldBuilder`; the three skyline panoramas are switched per shift phase. The first-generation tiles and `assets/textures/skyline.png` are no longer loaded.
|
||||
- **UI art:** `assets/textures/ai/game_ready/icons/` (flashlight, door lock, wand, REC) and `assets/textures/ai/game_ready/cards/` (ID, wristband, ticket, credential, guest list), loaded by `src/game/ui/hud.gd`.
|
||||
- **Generated models:** `assets/models/generated/*.glb` — bollard, bench, trash bin, planter, newspaper box, hydrant, and the NPC base — plus their colour atlases.
|
||||
- **NPC material maps:** `assets/textures/npc/*_{albedo,normal,orm}.png` and `palette.json`.
|
||||
|
||||
Audit them all:
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready
|
||||
python3 tools/model_pipeline.py audit
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
### Realism pass: scene concepts, skylines and textures
|
||||
|
||||
The skyline, surface tiles and phase lighting were rebuilt against AI concept frames. The
|
||||
concepts live in [`docs/screens/concepts/`](docs/screens/concepts/README.md); the validated
|
||||
picks the game loads are in `assets/textures/ai/game_ready/v2/picks/` (day/dusk/night
|
||||
panoramas, brick, sidewalk pavers, dry and wet asphalt, awning canvas, each with a normal
|
||||
map).
|
||||
|
||||
`tools/scene_concepts.py` generates and processes new candidates, promotes the validated ones
|
||||
to stable names, audits them, and scores captures against the concepts. It never overwrites an
|
||||
image: new files get a `-vN` suffix, and `process` skips existing candidates unless `--new`.
|
||||
|
||||
```bash
|
||||
python3 tools/scene_concepts.py generate --group scene # or backdrop / texture, --variants N
|
||||
python3 tools/scene_concepts.py process && python3 tools/scene_concepts.py audit
|
||||
python3 tools/scene_concepts.py promote # validated picks -> v2/picks/
|
||||
godot --headless --path . --import
|
||||
|
||||
# A/B a candidate without touching game code: the same cameras, textures swapped at runtime.
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/after
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/try \
|
||||
--swap=res://assets/textures/ai/game_ready/v2/picks/brick_facade.png=res://assets/textures/ai/game_ready/v2/brick_facade-v2.png
|
||||
|
||||
# Score before/after against the concepts (Pillow detail metrics + vision judge).
|
||||
python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> --judge \
|
||||
--model google/gemini-2.5-flash --repeats 3
|
||||
```
|
||||
|
||||
`capture_realism.gd` runs five stages (day, evening, late, Joke Shop, studio); `--stages=day,late`
|
||||
limits it while tuning. The latest run,
|
||||
[`docs/screens/realism/2026-11-01-adopt/`](docs/screens/realism/2026-11-01-adopt/report.md),
|
||||
compares the pre-adoption captures with the current build: on the shots both sets captured the
|
||||
judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0, backdrop 0.6 → 1.6) and
|
||||
the Pillow metric gap fell 0.444 → 0.348.
|
||||
|
||||

|
||||
|
||||
### Screen design references
|
||||
|
||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
||||
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
|
||||
`architecture.md`) into runtime reference art under `assets/images/ui/` (with a
|
||||
reference-only snapshot in `docs/screens/designs/`), then uses those images as
|
||||
the expected state to check the game's captures.
|
||||
|
||||
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
|
||||
(an in-game panel overlaid on a softened scene), and the generator appends a
|
||||
shared art-direction suffix so the frames read as one coherent game. Requests use
|
||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
||||
|
||||
```bash
|
||||
# Export the built-in scenarios to editor-authorable .tres resources
|
||||
godot --headless --path . --script res://tools/export_venues.gd
|
||||
|
||||
# List the catalogue (name, kind, whether a reference design exists)
|
||||
python3 tools/screen_designs.py list
|
||||
|
||||
# Deterministic wireframes (offline, no API key); existing designs are kept
|
||||
# unless --force is passed, so an offline run never replaces an AI mockup
|
||||
python3 tools/screen_designs.py generate --draft
|
||||
python3 tools/screen_designs.py generate --draft --only wand --force
|
||||
|
||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
||||
# (requires OPENROUTER_API_KEY)
|
||||
python3 tools/screen_designs.py generate
|
||||
|
||||
# Prop gallery (studio line-up) for close-range prop checks
|
||||
godot --path . --script res://src/test/capture_prop_gallery.gd
|
||||
|
||||
# Compare docs/screenshots/*.png against the designs
|
||||
python3 tools/screen_designs.py compare
|
||||
python3 tools/screen_designs.py compare --json
|
||||
|
||||
# Ask a vision model whether each capture realises its design's screen and layout
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/screen_designs.py judge
|
||||
python3 tools/screen_designs.py judge --model openai/gpt-4o-mini --json
|
||||
python3 tools/screen_designs.py judge --only 03- # one capture
|
||||
python3 tools/screen_designs.py judge --dry-run # build requests, no network
|
||||
```
|
||||
|
||||
The catalogue covers 21 screens: the eleven README captures plus the start menu,
|
||||
pause overlay, settings, shift review, radial menu, emergency radio, wand
|
||||
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
|
||||
body-camera timeline, and the escalation HUD. All 21 have an AI reference in
|
||||
`assets/images/ui/` (snapshot in `docs/screens/designs/`); the eleven screens with
|
||||
staged captures are also compared or judged against the running game.
|
||||
|
||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
||||
composition is *right*.
|
||||
|
||||
`judge` covers that gap: it sends each capture together with its concept mockup to
|
||||
a vision model and asks whether the capture realises the same screen and layout
|
||||
intent. Art style, fidelity, fonts, and placeholder text are explicitly ignored.
|
||||
Verdicts are classed as `match`, `review` (a mismatch below `--fail-confidence`,
|
||||
default 0.6 — expected when a concept mockup is more stylised than the game), or
|
||||
`diff` (a confident mismatch, which exits non-zero). Regenerate the designs after changing screen layout, then re-run
|
||||
`compare` after regenerating the game screenshots with
|
||||
`src/test/capture_screenshots.gd`.
|
||||
|
||||
For a one-command drift check, run `tools/check_screenshots.sh`. It renders the
|
||||
staged captures and prop gallery into `docs/screenshots/` (using `xvfb-run` when
|
||||
no display is available) and then runs `screen_designs.py compare`.
|
||||
|
||||
### Setup
|
||||
|
||||
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
||||
2. Open or run the project from this directory.
|
||||
|
||||
### Run and Test
|
||||
|
||||
```bash
|
||||
# Open in the editor
|
||||
godot --editor --path .
|
||||
|
||||
# Run the game
|
||||
godot --path .
|
||||
|
||||
# Headless smoke boot (120 frames then exit)
|
||||
godot --headless --path . --quit-after 120
|
||||
|
||||
# Run all unit tests headlessly (exit code 0 = pass)
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# Save a screenshot to user:// (windowed)
|
||||
godot --path . --script res://src/test/take_screenshot.gd
|
||||
|
||||
# Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
|
||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
||||
|
||||
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
|
||||
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
||||
|
||||
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
|
||||
# NPC budget smoke: 16 full-rig avatars against the documented frame budget
|
||||
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
|
||||
# Movement smoke (windowed): steps, precision walk, footsteps and landing
|
||||
godot --path . --script res://src/test/smoke_movement.gd
|
||||
|
||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||
|
||||
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
|
||||
godot --headless --path . --script res://src/test/smoke_emergency.gd
|
||||
|
||||
# Body-camera timeline smoke: review → timeline → step through → back to review
|
||||
godot --headless --path . --script res://src/test/smoke_timeline.gd
|
||||
|
||||
# Audio smoke: crowd bed follows mood, radio open/close crackle
|
||||
godot --headless --path . --script res://src/test/smoke_audio.gd
|
||||
|
||||
# Scenario-content smoke: wand refusal, celebrity crowd spike
|
||||
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
|
||||
```
|
||||
|
||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
||||
|
||||
### Controls
|
||||
|
||||
Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
|
||||
right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
|
||||
slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
|
||||
in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
|
||||
|
||||
| Input | Action |
|
||||
| --- | --- |
|
||||
| W/A/S/D + mouse | Move and look |
|
||||
| Space / left click | Action wheel for the focused person (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio) |
|
||||
| A / D or ←/→ | Step through the action wheel (while it is open) |
|
||||
| Space / left click | Confirm the highlighted action (while the wheel is open) |
|
||||
| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
|
||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
||||
| Q | Polite direction (Level 1) |
|
||||
| 4 | Formal warning (Level 2) |
|
||||
| 5 | Blocking and positioning (Level 3) |
|
||||
| 6 | Security assistance radio (Level 4) |
|
||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
||||
| E | Inspect access artifacts / close inspection |
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
|
||||
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
|
||||
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
|
||||
| G | Toggle flashlight (widens NPC perception at night) |
|
||||
| B | Toggle the body camera; a formal warning switches it on automatically |
|
||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
||||
| F | Toggle debug overlay |
|
||||
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
|
||||
each person is approaching, verify access with recognition, wristbands, IDs,
|
||||
tickets or credentials, and escalate only when necessary. The game rewards calm
|
||||
resolution over force. The venue menu splits Hollywood Boulevard into Day and
|
||||
Night rows; the full mechanics — the three venues, the six-level
|
||||
escalation model, and the core systems — are in
|
||||
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
|
||||
[`PLAN.md`](PLAN.md).
|
||||
|
||||
## Architecture
|
||||
|
||||
The full arc42-style architecture documentation lives in [`docs/architecture.md`](docs/architecture.md). It covers goals, constraints, context, solution strategy, building blocks, runtime views, deployment, cross-cutting concepts, quality requirements, risks, a glossary, the CI/CD build pipeline, semantic versioning, and release management.
|
||||
A venue-driven simulation: shared systems (movement, perception, interaction,
|
||||
access verification, escalation, radio, crowd, reputation, evidence, shift
|
||||
review) driven by per-venue scenario data, on Godot 4 + GDScript. The full
|
||||
arc42-style document is [`docs/architecture.md`](docs/architecture.md);
|
||||
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`
|
||||
- **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`
|
||||
- **Testing:** custom headless runner (`src/test/test_runner.gd`)
|
||||
- **Targets:** Windows, Linux, macOS, Web
|
||||
|
||||
The asset pipelines, model tools, and screenshot gates are documented in
|
||||
[`docs/asset-tooling.md`](docs/asset-tooling.md).
|
||||
|
||||
## Setup and Run
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
|
||||
godot --editor --path . # open in the editor
|
||||
godot --path . # run the game
|
||||
godot --headless --path . --script res://src/test/test_runner.gd # run all tests
|
||||
```
|
||||
|
||||
Full setup, every run/test/smoke command, and the controls table are in
|
||||
[`docs/getting-started.md`](docs/getting-started.md).
|
||||
|
||||
## Project Documentation
|
||||
|
||||
- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
|
||||
- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
|
||||
- [`TODO.md`](TODO.md) — Active checkbox task list.
|
||||
- [`DONE.md`](DONE.md) — Completed task sections.
|
||||
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
||||
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
|
||||
- [`docs/README.md`](docs/README.md) — Documentation index and visual previews.
|
||||
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
||||
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
|
||||
- [`docs/plan-graphics-v0.6.md`](docs/plan-graphics-v0.6.md) — Graphics-quality plan: Blender-authored NPC characters.
|
||||
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
|
||||
- [`docs/hollywood-boulevard-map.md`](docs/hollywood-boulevard-map.md) — Real-site references, game mapping and limitations for the Hollywood venue.
|
||||
- [`docs/joke-shop-map.md`](docs/joke-shop-map.md) — Real-site references, game mapping and limitations for the Joke Shop / Sunset Strip venue.
|
||||
- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
|
||||
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
|
||||
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
|
||||
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
|
||||
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
|
||||
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
|
||||
- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps; 0.9.5 texture comparison is in [`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`](docs/blender_previews/sheet_texture_refinement_0.9.5.jpg).
|
||||
- [`docs/npc-proportion-audit.md`](docs/npc-proportion-audit.md) — NPC proportion measurements against the shared stylized guide.
|
||||
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
|
||||
- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
|
||||
|
||||
## Development Status
|
||||
|
||||
Implemented so far:
|
||||
|
||||
- Godot 4.3 project scaffold, input map, procedural world builder
|
||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **227 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
|
||||
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
|
||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
|
||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus circle / name tag
|
||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
||||
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
|
||||
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
|
||||
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
|
||||
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
|
||||
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
|
||||
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
|
||||
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
|
||||
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
|
||||
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
|
||||
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
|
||||
- Editor-ready venues: `tools/export_venues.gd` writes `content/venues/<id>.tres` from `ScenarioFactory`, and the `.tres` files load back with events, profiles, policy, phases, door lines, and locations intact (the factory stays the source of truth)
|
||||
- Localization safety: `Strings.fmt` validates the placeholder count before formatting and fails safe (warns, returns the template) instead of raising an engine error, `Strings.placeholder_count` ignores `%%`, and `Strings.validate()` lints the table for trailing `%`, unsupported conversions, and mixed positional/sequential placeholders
|
||||
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
|
||||
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
|
||||
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
|
||||
- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
|
||||
- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
|
||||
- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
|
||||
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
|
||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
||||
- Environment pass (v0.6.0): 1024² brick/concrete/asphalt with derived tangent normal maps, 256² baked AO maps for every Blender character/gear/prop, and library props whose bulbs/LEDs/sign faces follow the day/night phase
|
||||
- NPC characters + library (v0.6.0): `NpcAvatar` loads one of 8 Blender-authored skinned variants (role/seed selected) with five tintable material slots, `Rig/Head` focus anchor, and attach-point gear; `npc_base.glb` and the procedural rig remain fallbacks. `tools/blender_assets.py` builds/audits the character, gear, and 20-prop library; `WorldBuilder` loads the replacements and new street dressing (lamp, trees, palms, planters, barriers, podium, doors, marquee, sedan, handrail) with colliders, navigation obstacles, and phase-driven emissives
|
||||
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
||||
|
||||
Not yet implemented: a desktop-only Forward+ preset (the renderer stays GL Compatibility for Web parity), live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
|
||||
### Smoke Test Checklist
|
||||
|
||||
1. `godot --path .` starts the game on the venue menu without script errors.
|
||||
2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
|
||||
3. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
||||
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
|
||||
5. Walking into the steps carries the guard up onto the landing (steps have colliders).
|
||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
||||
7. The `GIG LINE` marquee is readable from the sidewalk.
|
||||
8. NPCs spawn and approach the entrance during the first minutes.
|
||||
9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
|
||||
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
|
||||
11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
|
||||
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||
13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
|
||||
14. `6` opens the assistance form; submitting shows dispatch feedback.
|
||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
||||
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
||||
17. `F` toggles the debug overlay with NPC states and shift stats.
|
||||
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
|
||||
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
|
||||
20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
|
||||
21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
|
||||
22. `Block` moves the guard between the person and the door.
|
||||
23. The shift review reports the incident count, including interactions left unresolved.
|
||||
24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
|
||||
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
|
||||
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
||||
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
||||
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
|
||||
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
|
||||
30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
|
||||
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
|
||||
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
|
||||
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
|
||||
v0.9.6 is the current source version: the integrated texture/material and UI
|
||||
checkpoint on top of the 0.9.5 texture refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
|
||||
Walk of Fame/awning surfaces and per-phase skyline haze), on top of the v0.9.4
|
||||
NPC visual optimization and the v0.9.3 UI/accessibility polish pass. It builds on
|
||||
v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
|
||||
v0.9.0's production-quality pass, v0.8's
|
||||
tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. See [`docs/development-status.md`](docs/development-status.md)
|
||||
for the implemented list and [`TODO.md`](TODO.md) for the 0.x roadmap. Manual
|
||||
verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
|
||||
|
||||
## Development Workflow
|
||||
|
||||
|
||||
@@ -1,22 +1,240 @@
|
||||
# TODO
|
||||
|
||||
## Realism follow-ups (v0.6.1 candidates)
|
||||
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
|
||||
see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
|
||||
|
||||
- [x] Fixed ground exposure for the entrance view: the morning sun now sits at 34° elevation
|
||||
instead of 50°, so the facade shades the near sidewalk and props cast long shadows. Ground
|
||||
luminance went 95 → **83** against the concept's 78 (it was 173 before the realism pass),
|
||||
with the boulevard at 82 and the street at 81.
|
||||
- [-] Make the flashlight read in the dark: the `06-night-flashlight` concept shows a visible
|
||||
beam, but a Compatibility spot light only brightens the near wall. A cheap fake cone (an
|
||||
additive mesh or a light-shaft quad) would sell it, and the night mockup expects it.
|
||||
- [ ] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1).
|
||||
The Blender library has the budgets for one more detail pass (fingers, sleeves, faces).
|
||||
- [x] Re-check the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`): on
|
||||
2026-11-01 it returned 7 match / 4 review / 0 diff without a provider error; `--model`
|
||||
override is documented in `README.md`.
|
||||
- [ ] Add the two venue stages to the committed gallery (they are capture-only today) and give
|
||||
the Joke Shop and studio their own geometry so their concept comparisons are geometric,
|
||||
not just lighting.
|
||||
## Gap Analysis and 0.x Roadmap
|
||||
|
||||
Baseline: **v0.9.5** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
|
||||
difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
|
||||
escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python
|
||||
tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
|
||||
release-candidate foundation, not yet a 0.10.0 release candidate.
|
||||
|
||||
### Documentation audit (completed 2026-11-01)
|
||||
|
||||
- [x] Make `docs/architecture.md` the single architecture source: asset/content pipeline
|
||||
contracts, runtime venue-switch/fallback flows, deployment/version constraints, quality
|
||||
requirements, risk register and documentation ownership map.
|
||||
- [x] Keep command-heavy operational pages separate but subordinate: `docs/asset-tooling.md`,
|
||||
`docs/blender-assets.md`, `docs/getting-started.md`, `docs/RELEASING.md` and
|
||||
`docs/smoke-checklist.md` link to architecture rather than acting as parallel sources.
|
||||
- [x] Remove the obsolete `docs/plan-graphics-v0.6.md` and its links; completed graphics work is
|
||||
represented by ADR-0013, the asset pipeline section and the changelog.
|
||||
- [x] Resolve stale claims: README release version/download row, development status
|
||||
"Forward+ not implemented", and Blender props "not AO-baked".
|
||||
- [x] Record the documentation ownership rule in `docs/architecture.md` §12: design intent
|
||||
(`PLAN.md`), mechanics (`gameplay.md`), system architecture/contracts (`architecture.md`),
|
||||
decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations
|
||||
(tooling/release docs).
|
||||
|
||||
### Gap register (remaining roadmap)
|
||||
|
||||
| Area | Current baseline | Remaining gap | Risk | Milestone |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into the release candidate | 0.10.0 |
|
||||
| Dialog/UI | Audited terminology, copy, button states, focus/navigation, modal close, long strings and all 21 screen captures | Keep the capture/compare/judge gate current as content changes | Low; the remaining risk is drift after new UI is added | Complete (0.9.3) |
|
||||
| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping, 8,000/8,000 NPC cap | Thorough NPC silhouette/face/gear/pose/LOD optimization before visual QA | Close-up jank reduces perceived quality | Complete (0.9.4) |
|
||||
| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public release cannot claim accessible play | 0.10.0 |
|
||||
| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.10.0 |
|
||||
| Performance/platform | 24-NPC headless budget (6.94 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.6 / 0.10.0 |
|
||||
| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.10.0 |
|
||||
| QA/CI | Headless suite, smokes, screenshot compare, 21/21 judge | Release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.6 / 0.10.0 |
|
||||
| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.10.0 |
|
||||
| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.6 / 0.10.0 |
|
||||
| Future 0.x | Stable 0.x feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before release | 0.11.0+ |
|
||||
|
||||
**Current priority:** map optimization, the **pre-build NPC revisit**, the
|
||||
**0.9.3 UI polish**, **0.9.4 NPC visual optimization** and **0.9.5 texture
|
||||
refinement** passes are complete (all moved to `DONE.md` on 2026-11-02).
|
||||
0.9.6 integration and the 0.10.0 release candidate are next. The source version
|
||||
is now 0.9.5; the v0.9.5 release is published.
|
||||
|
||||
## Patch 0.9.6 — Integration, performance and judge gate
|
||||
|
||||
Goal: integrate the UI/model/texture patches, prove the combined build on the
|
||||
target paths and leave a clean release-candidate handoff.
|
||||
|
||||
### Integration and asset rebuild
|
||||
|
||||
- [x] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
|
||||
audit coverage. (The v0.9.5 commit already rebuilt the base, eight characters,
|
||||
gear and AO maps; this checkpoint re-imported them and re-ran
|
||||
`blender_assets.py audit`/`fit` and `npc_pipeline.py audit`, all exit 0.)
|
||||
- [x] Run the complete headless suite, Python tooling and smoke matrix; fix any
|
||||
regression from the three polish patches. (Godot 263/263, Python 101/101;
|
||||
14 smokes green: audio, campaign, crowd, emergency, focus/radial, movement,
|
||||
NPC budget, PLAN verbs, props, scenario content, session shell, timeline,
|
||||
tutorial and UI flows. Campaign/tutorial used isolated `XDG_DATA_HOME`.)
|
||||
- [x] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
|
||||
texture-memory change; check Web and Desktop HQ if available. (24 avatars,
|
||||
168 meshes, 131,616 triangles, 6.90 ms of 50 ms headless; NPC maps remain
|
||||
0.48 MB. A clean detached worktree at `f5b8ef2` built Linux/Windows/macOS/
|
||||
Web/HQ (`161.5/197.1/148.0/97.8/241.5 MB`); the Web zip has index.html,
|
||||
wasm and pck, the HQ zip has `override.cfg`, and the HQ binary launches
|
||||
headless with the Forward+ override.)
|
||||
- [x] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
|
||||
(Persistence/session tests remain in the 263-test suite; campaign and tutorial
|
||||
smokes passed with isolated `XDG_DATA_HOME`.)
|
||||
|
||||
### Visual gallery and judge gate
|
||||
|
||||
- [x] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
|
||||
as needed; no stale screenshots in the release set. (Gallery 21/21,
|
||||
NPC baseline 48 frames, final-context review 96 frames and a fresh 10-shot
|
||||
realism run were recaptured. No Forward+ code changed since 0.7.1, so the
|
||||
HQ A/B was not re-staged; the HQ artifact is checked with the release build.)
|
||||
- [x] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
|
||||
`screen_designs.py judge` on the final captures. (21 good / 0 bad; compare
|
||||
21 good / 0 bad; judge 21/21 match, 0 review, 0 diff.)
|
||||
- [x] Run the realism judge for the affected concepts with a pinned model; record
|
||||
model, attempt count, spend and verdicts. (`z-ai/glm-5.3-flash`, 1 pass per
|
||||
shot, 10 shots, no fallback/retry: mean overall 2.1, lighting 2.4, materials
|
||||
2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow gap 0.291. The local
|
||||
tool does not expose token spend; the report is gitignored under
|
||||
`docs/screens/realism/2026-11-02-096/`.)
|
||||
- [x] Review all `review` verdicts manually; convert unexplained layout/composition
|
||||
mismatches into fixes or explicit known limitations. (Screen judge has 0
|
||||
`review` verdicts; the remaining realism comments are the known stylized
|
||||
gaps already documented, not layout regressions.)
|
||||
- [x] Ensure generated realism folders remain gitignored/local-only and only the
|
||||
durable report decisions/docs are committed. (`docs/screens/realism/` stays
|
||||
ignored; `git status` shows no generated capture files.)
|
||||
|
||||
### Release-candidate handoff
|
||||
|
||||
- [x] Update README, architecture, development status, changelog and TODO with the
|
||||
final patch-level results and any remaining gaps. (README/PLAN/architecture
|
||||
now point at 0.9.6; the changelog and development status record the
|
||||
integration build, performance numbers, judge results and the clean-worktree
|
||||
export rule; `docs/RELEASING.md` documents the ignored-folder trap.)
|
||||
- [-] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before
|
||||
the `0.10.0` release candidate. (claimed; committing and tagging)
|
||||
- [ ] Exit: combined build is functionally green, visually reviewed, performance
|
||||
measured and ready for the 0.10.0 content-lock/playtest phase.
|
||||
|
||||
## Postponed — Milestone 0.10.0 — Release candidate
|
||||
|
||||
Goal: freeze the feature set, prove it with external players, clear release/legal blockers and
|
||||
verify every distribution path. This is the next minor release after the 0.9.x patch line.
|
||||
|
||||
### Content lock and external playtest
|
||||
|
||||
- [ ] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
|
||||
may land after the freeze.
|
||||
- [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
|
||||
accessibility settings and checkpoint/resume enabled.
|
||||
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
|
||||
record where players get stuck, misunderstand evidence or choose disproportionate escalation.
|
||||
- [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue;
|
||||
keep the rest as explicit known limitations or post-0.10 items.
|
||||
- [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour
|
||||
walkthrough for the release notes.
|
||||
|
||||
### Balance and fairness pass
|
||||
|
||||
- [ ] Define measurable targets for routine compliance, access-decision accuracy, peaceful
|
||||
resolution, justified emergency calls and false-positive/false-negative rates.
|
||||
- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and
|
||||
tune event weights, reaction tables, compliance and report strictness where targets fail.
|
||||
- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the
|
||||
dominant winning move, and genuine threats must remain answerable.
|
||||
- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate
|
||||
the de-escalation-first design after tuning.
|
||||
- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md`
|
||||
or `MEMORY.md`.
|
||||
|
||||
### Save migration and session reliability
|
||||
|
||||
- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
|
||||
migration/default-filling and a clean first launch with no files.
|
||||
- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
|
||||
an isolated user-data directory.
|
||||
- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
|
||||
confirm fallback behavior never destroys a valid save.
|
||||
- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
|
||||
with flashlight/body-camera/door state set.
|
||||
- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in
|
||||
`docs/getting-started.md` and the release notes.
|
||||
|
||||
### Release engineering and distribution
|
||||
|
||||
- [ ] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ
|
||||
artifact names, sizes and checksums.
|
||||
- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch,
|
||||
Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
|
||||
- [ ] Add a disk-space preflight and retention policy to the release/publish scripts so a full
|
||||
Gitea host cannot leave a partially uploaded release.
|
||||
- [ ] Verify release metadata, tag/version consistency, asset counts and download links; retain
|
||||
at least the latest 0.8/0.9 releases and document older-asset pruning.
|
||||
- [ ] Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly
|
||||
remains a future release blocker; record the quarantine instructions either way.
|
||||
|
||||
### Legal, credits and platform policy
|
||||
|
||||
- [ ] Audit AI-assisted asset provenance and licenses; record source/model usage and any
|
||||
redistribution constraints for textures, characters, props and UI art.
|
||||
- [ ] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
|
||||
- [ ] Review body-camera/privacy language, mental-health-crisis representation, age/content rating
|
||||
and storefront requirements; fix any release-blocking copy or content.
|
||||
- [ ] Add the player-facing credits, known limitations, accessibility statement and privacy note to
|
||||
the release package/README.
|
||||
- [ ] Mark external legal/storefront approval as complete or explicitly block the 0.10.0 release on it.
|
||||
|
||||
### Documentation and visual sign-off
|
||||
|
||||
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`,
|
||||
`docs/getting-started.md`, `docs/smoke-checklist.md`, `CHANGELOG.md` and this roadmap.
|
||||
- [ ] Regenerate the full screenshot gallery and realism baselines after content lock; run
|
||||
`check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts.
|
||||
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
|
||||
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
|
||||
- [ ] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
|
||||
|
||||
### Release-candidate QA and exit
|
||||
|
||||
- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes,
|
||||
24-NPC budget smoke and release build from a clean checkout.
|
||||
- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility
|
||||
settings, pause/resume, all venues and Desktop HQ fallback.
|
||||
- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or
|
||||
post-0.10 work.
|
||||
- [ ] Create the `v0.10.0` version bump, changelog entry and tag; build/publish the release and
|
||||
verify all assets and download links.
|
||||
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
|
||||
documented, reproducibly built, and approved as the 0.10.0 release candidate.
|
||||
|
||||
## Future 0.x / non-blocking candidates
|
||||
|
||||
- [ ] Live 3D body-camera replay.
|
||||
- [ ] Additional venues or seasonal events.
|
||||
- [ ] Real voice/dialogue audio.
|
||||
- [ ] Image-to-mesh prop pipeline.
|
||||
- [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
|
||||
|
||||
## Roadmap dependencies and risks
|
||||
|
||||
- Content volume is the largest schedule risk; tutorial and campaign work must not outrun the
|
||||
event/dialogue matrix.
|
||||
- The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate.
|
||||
- Godot version changes can alter lighting/imports; do not combine an engine baseline move with a
|
||||
content/feature milestone.
|
||||
- Signed macOS builds and legal/AI provenance are release blockers, not polish.
|
||||
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression,
|
||||
difficulty and feedback.
|
||||
|
||||
## Realism follow-ups (deferred)
|
||||
|
||||
- [x] Re-run the screen-design judge for `12-joke-shop`, `13-studio-arrival` and the
|
||||
Forward+ A/B with the valid key: **13/13 match, 0 diff**; the HQ A/B is in the report.
|
||||
- [ ] Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit
|
||||
`--portrait-type` override is already in `capture_realism.gd`).
|
||||
- [ ] Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage,
|
||||
which is still flat-shaded clumps (`_shrub()`/`_tree()` in `tools/blender_assets.py`).
|
||||
Only worth doing if a higher-poly organic builder is added to the library.
|
||||
- [ ] Camera height: the concept frames are shot at ~1.55 m with a slightly wider lens; the game
|
||||
camera sits at 1.7 m. Decide whether the first-person height should match the art direction
|
||||
or stay at the current gameplay value.
|
||||
|
||||
## Future ideas (optional, not scheduled)
|
||||
|
||||
|
||||
@@ -28,12 +28,12 @@
|
||||
"attach": "back",
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.15,
|
||||
0.3,
|
||||
0.141
|
||||
0.161,
|
||||
0.296,
|
||||
0.212
|
||||
],
|
||||
"min": [
|
||||
-0.15,
|
||||
-0.161,
|
||||
-0.12,
|
||||
-0.319
|
||||
]
|
||||
@@ -42,11 +42,11 @@
|
||||
"materials": [
|
||||
"pack_nylon",
|
||||
"steel",
|
||||
"plastic_black"
|
||||
"denim_bag"
|
||||
],
|
||||
"path": "assets/models/blender/npc_gear/backpack.glb",
|
||||
"triangles": 316,
|
||||
"vertices": 360
|
||||
"triangles": 380,
|
||||
"vertices": 408
|
||||
},
|
||||
"beanie": {
|
||||
"attach": "head",
|
||||
@@ -287,12 +287,12 @@
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.26,
|
||||
0.225,
|
||||
0.245,
|
||||
0.26
|
||||
],
|
||||
"min": [
|
||||
-0.26,
|
||||
0.015,
|
||||
0.035,
|
||||
-0.351
|
||||
]
|
||||
},
|
||||
@@ -453,7 +453,7 @@
|
||||
"max": [
|
||||
0.321,
|
||||
1.824,
|
||||
0.186
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.321,
|
||||
@@ -468,6 +468,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -486,18 +487,18 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 3788,
|
||||
"vertices": 3107
|
||||
"triangles": 4482,
|
||||
"vertices": 4260
|
||||
},
|
||||
"npc_coat": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.327,
|
||||
0.332,
|
||||
1.824,
|
||||
0.186
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.327,
|
||||
-0.332,
|
||||
0,
|
||||
-0.18
|
||||
]
|
||||
@@ -509,6 +510,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -526,8 +528,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4640,
|
||||
"vertices": 3974
|
||||
"triangles": 5474,
|
||||
"vertices": 5264
|
||||
},
|
||||
"npc_dress": {
|
||||
"bounds_godot": {
|
||||
@@ -549,6 +551,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -564,8 +567,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4226,
|
||||
"vertices": 3474
|
||||
"triangles": 4900,
|
||||
"vertices": 4719
|
||||
},
|
||||
"npc_firefighter": {
|
||||
"bounds_godot": {
|
||||
@@ -587,6 +590,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"hivis",
|
||||
"reflective",
|
||||
@@ -604,15 +608,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4382,
|
||||
"vertices": 3919
|
||||
"triangles": 5344,
|
||||
"vertices": 5494
|
||||
},
|
||||
"npc_guard": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.361,
|
||||
1.819,
|
||||
0.186
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.361,
|
||||
@@ -627,6 +631,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber",
|
||||
"leather",
|
||||
@@ -647,15 +652,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4154,
|
||||
"vertices": 3838
|
||||
"triangles": 5046,
|
||||
"vertices": 5096
|
||||
},
|
||||
"npc_hoodie": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.326,
|
||||
1.856,
|
||||
0.186
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.326,
|
||||
@@ -670,6 +675,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -687,18 +693,18 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4640,
|
||||
"vertices": 3954
|
||||
"triangles": 5304,
|
||||
"vertices": 4950
|
||||
},
|
||||
"npc_jacket": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.326,
|
||||
0.332,
|
||||
1.824,
|
||||
0.186
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.326,
|
||||
-0.332,
|
||||
0,
|
||||
-0.178
|
||||
]
|
||||
@@ -710,6 +716,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber"
|
||||
],
|
||||
@@ -727,15 +734,15 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4016,
|
||||
"vertices": 3415
|
||||
"triangles": 4872,
|
||||
"vertices": 4661
|
||||
},
|
||||
"npc_vest": {
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.321,
|
||||
1.819,
|
||||
0.186
|
||||
0.189
|
||||
],
|
||||
"min": [
|
||||
-0.321,
|
||||
@@ -750,6 +757,7 @@
|
||||
"cloth",
|
||||
"pants",
|
||||
"accessory",
|
||||
"eye_white",
|
||||
"hair",
|
||||
"rubber",
|
||||
"hivis",
|
||||
@@ -767,8 +775,8 @@
|
||||
"accessory",
|
||||
"hair"
|
||||
],
|
||||
"triangles": 4284,
|
||||
"vertices": 3784
|
||||
"triangles": 4980,
|
||||
"vertices": 4879
|
||||
},
|
||||
"palm_tree": {
|
||||
"bounds_godot": {
|
||||
@@ -993,7 +1001,7 @@
|
||||
"attach": "back",
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.25,
|
||||
0.322,
|
||||
0.348,
|
||||
0.139
|
||||
],
|
||||
@@ -1009,7 +1017,7 @@
|
||||
],
|
||||
"path": "assets/models/blender/npc_gear/shoulder_bag.glb",
|
||||
"triangles": 188,
|
||||
"vertices": 212
|
||||
"vertices": 209
|
||||
},
|
||||
"stanchion": {
|
||||
"bounds_godot": {
|
||||
@@ -1089,13 +1097,13 @@
|
||||
"attach": "head",
|
||||
"bounds_godot": {
|
||||
"max": [
|
||||
0.141,
|
||||
0.065,
|
||||
0.101,
|
||||
0.059,
|
||||
0.158
|
||||
],
|
||||
"min": [
|
||||
-0.141,
|
||||
0.005,
|
||||
-0.101,
|
||||
0.011,
|
||||
0.003
|
||||
]
|
||||
},
|
||||
|
||||
|
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 64 KiB |
|
Before Width: | Height: | Size: 64 KiB After Width: | Height: | Size: 67 KiB |
|
Before Width: | Height: | Size: 68 KiB After Width: | Height: | Size: 69 KiB |
|
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 56 KiB After Width: | Height: | Size: 57 KiB |
|
Before Width: | Height: | Size: 61 KiB After Width: | Height: | Size: 64 KiB |
|
Before Width: | Height: | Size: 58 KiB After Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 34 KiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 37 KiB |
|
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 30 KiB |
|
Before Width: | Height: | Size: 31 KiB After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 1.9 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 17 KiB |
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 25 KiB |
|
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 130 KiB |
|
Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 47 KiB |
|
Before Width: | Height: | Size: 8.4 KiB After Width: | Height: | Size: 21 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 8.3 KiB |
|
Before Width: | Height: | Size: 1003 B After Width: | Height: | Size: 2.5 KiB |
|
Before Width: | Height: | Size: 7.1 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 153 KiB |
|
Before Width: | Height: | Size: 685 B After Width: | Height: | Size: 1.9 KiB |
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 8.8 KiB |
|
Before Width: | Height: | Size: 9.2 KiB After Width: | Height: | Size: 20 KiB |
|
Before Width: | Height: | Size: 897 B After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 5.6 KiB After Width: | Height: | Size: 12 KiB |
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q polite · B camera · Tab/wheel cycle · Shift slow · G light · L lock · F debug",
|
||||
"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q ask · B camera · Tab/wheel cycle · Shift slow · G light · L lock · F debug",
|
||||
"radial.raise_hand": "Stop",
|
||||
"radial.eye_contact": "Look",
|
||||
"radial.point": "Point",
|
||||
@@ -88,5 +88,122 @@
|
||||
"review.timeline_button": "Body camera timeline",
|
||||
"hud.nearby": "%d nearby · Tab or mouse wheel cycles targets",
|
||||
"hud.precision": "Precision walk (Shift)",
|
||||
"hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand"
|
||||
"hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand",
|
||||
"tutorial.header": "FIRST SHIFT",
|
||||
"tutorial.skip_hint": "F1 skip tutorial",
|
||||
"tutorial.arrive": "Walk forward and look around. The entrance is behind you.",
|
||||
"tutorial.focus": "Look at the visitor. Press Tab or the mouse wheel to cycle targets.",
|
||||
"tutorial.wheel": "Open the action wheel with Space or left click.",
|
||||
"tutorial.inspect": "Choose Inspect and read the access evidence.",
|
||||
"tutorial.direction": "Close the panel and give a polite direction.",
|
||||
"tutorial.warning": "Give a formal warning if the visitor persists. It arms the body camera.",
|
||||
"tutorial.radio": "Open the assistance radio and submit a short report.",
|
||||
"tutorial.review": "Finish the shift and review what happened.",
|
||||
"tutorial.completed": "Tutorial complete.",
|
||||
"ui.inspect_actions": "A = admit · D = refuse entry",
|
||||
"ui.wand_actions": "A = admit · D = refuse entry",
|
||||
"ui.radio_send_assist": "Send request",
|
||||
"ui.radio_send_emergency": "Send emergency",
|
||||
"ui.radio_hold_hint": "Hold the button for %.1fs",
|
||||
"ui.radio_cancelled": "Call not sent — hold the button to confirm.",
|
||||
"ui.radio_holding": "Holding… %.0f%%",
|
||||
"ui.review_return_menu": "Return to menu",
|
||||
"ui.quit_game": "Quit game",
|
||||
"ui.apply_settings": "Apply settings",
|
||||
"tutorial.skipped": "Tutorial skipped.",
|
||||
"ui.settings_title": "Settings",
|
||||
"ui.settings_invert": "Invert vertical look",
|
||||
"ui.settings_head_bob": "Head bob and camera motion",
|
||||
"ui.settings_difficulty": "Difficulty / pacing",
|
||||
"ui.settings_reduce_motion": "Reduce motion",
|
||||
"ui.settings_captions": "Captions / subtitles",
|
||||
"ui.settings_replay": "Replay tutorial",
|
||||
"ui.settings_reset_campaign": "Reset campaign",
|
||||
"ui.settings_controls_help": "Controls (click a binding, then press a key or pad button)",
|
||||
"ui.settings_cancel": "Cancel",
|
||||
"ui.settings_reset_title": "Reset campaign",
|
||||
"ui.settings_reset_confirm": "Clear campaign progress and restart from the Hollywood Boulevard shift?",
|
||||
"ui.settings_replay_title": "Replay tutorial",
|
||||
"ui.settings_replay_confirm": "Replay the tutorial from the Hollywood Boulevard shift? The current shift will end.",
|
||||
"ui.settings_press": "Press…",
|
||||
"ui.pause_title": "Paused",
|
||||
"ui.pause_resume": "Resume",
|
||||
"ui.pause_restart": "Restart shift",
|
||||
"ui.pause_settings": "Settings",
|
||||
"ui.pause_menu": "Quit to menu",
|
||||
"ui.pause_hint": "Esc resumes",
|
||||
"ui.help_title": "Help",
|
||||
"ui.help_filter": "Filter controls…",
|
||||
"ui.help_close": "Close",
|
||||
"help.control_move": "Movement: W/A/S/D · mouse look · Shift precision walk",
|
||||
"help.control_focus": "Focus: crosshair cone · Tab / mouse wheel cycles nearby people",
|
||||
"help.control_wheel": "Action wheel: Space or left click · A/D or arrows step · Space confirms",
|
||||
"help.control_access": "Inspect access: E · Wand: C · Ask: Q",
|
||||
"help.control_escalate": "Warning: 4 · Blocking: 5 · Security radio: 6",
|
||||
"help.control_emergency": "Emergency radio: R, hold the on-screen button to confirm",
|
||||
"help.control_tools": "Body camera: B · Flashlight: G · Door lock: L",
|
||||
"help.control_misc": "Pause: Esc · Debug overlay: F",
|
||||
"ui.start_title": "GIG LINE",
|
||||
"ui.start_subtitle": "Pick a venue to start your shift.",
|
||||
"ui.start_help": "Help",
|
||||
"ui.start_settings": "Settings",
|
||||
"ui.start_hint": "Up/Down to choose · Enter to start · Esc to quit",
|
||||
"ui.campaign_complete": "Campaign complete — pick any venue for a free shift.",
|
||||
"ui.campaign_status": "Campaign shift %d · next: %s",
|
||||
"ui.continue_shift": "Continue shift — %s",
|
||||
"ui.campaign_complete_short": "Campaign complete",
|
||||
"ui.radio_location_placeholder": "Location (e.g. front steps)",
|
||||
"ui.radio_location_default": "front entrance",
|
||||
"ui.radio_description_placeholder": "Describe the person and their behavior",
|
||||
"ui.radio_weapon": "Weapon seen",
|
||||
"ui.radio_danger": "Danger level: ",
|
||||
"ui.radio_cancel": "Cancel",
|
||||
"ui.radio_target": "Target: %s",
|
||||
"ui.radio_title_emergency": "EMERGENCY RADIO",
|
||||
"ui.radio_title_assist": "RADIO DISPATCH",
|
||||
"hud.mode": "Door: %s · Light: %s",
|
||||
"hud.door_locked": "LOCKED",
|
||||
"hud.door_open": "open",
|
||||
"hud.light_on": "on",
|
||||
"hud.light_off": "off",
|
||||
"hud.rec": "REC",
|
||||
"hud.cam_clock": "SHIFT %02d:%02d:%02d",
|
||||
"hud.shift_status": "shift %02d:%02d phase %s\nrep %.0f crowd %.0f%%",
|
||||
"hud.inspect_text": "ACCESS INSPECTION\n\nAccess check — %s\nGranted: %s",
|
||||
"hud.wand_text": "Wand check — %s\nAlert: %s",
|
||||
"hud.wand_items": "Carried items: %s",
|
||||
"hud.yes": "YES",
|
||||
"hud.no": "NO",
|
||||
"hud.wand_none": "none",
|
||||
"review.title": "Shift Review",
|
||||
"review.venue": "Venue: %s",
|
||||
"review.policy": "Policy: %s",
|
||||
"review.grade": "Grade: %s Score: %.0f/100",
|
||||
"review.history": "Shifts on record: %d · best score: %.0f · grades seen: %s",
|
||||
"review.incidents": "Incidents handled: %d (peaceful %d)",
|
||||
"review.npcs": "NPCs encountered: %d",
|
||||
"review.radio": "Radio battery: %.0f%% emergency cooldown: %.0fs",
|
||||
"review.crowd": "Crowd mood: %.0f%% (panic: %s)",
|
||||
"review.highlights": "Highlights:",
|
||||
"review.modifier": " %s (%s) %s",
|
||||
"review.continue_campaign": "Continue campaign",
|
||||
"review.campaign_complete": "Campaign complete. Free-play venues remain available.",
|
||||
"review.campaign_next": "Campaign shift %d complete · next: %s",
|
||||
"venue.hollywood.label": "Hollywood Boulevard",
|
||||
"venue.hollywood.blurb": "Building entrance, tourists and late-night trouble.",
|
||||
"venue.hollywood_day.label": "Hollywood Boulevard — Day",
|
||||
"venue.hollywood_day.blurb": "El Capitan entrance in daylight: tourists, performers and routine traffic.",
|
||||
"venue.hollywood_night.label": "Hollywood Boulevard — Night",
|
||||
"venue.hollywood_night.blurb": "The same entrance after dark: banners lit, late crowd, harder to read.",
|
||||
"venue.joke.label": "The Joke Shop",
|
||||
"venue.joke.blurb": "Guest list, IDs and wand screening.",
|
||||
"venue.studio.label": "Late Night TV Studio",
|
||||
"venue.studio.blurb": "Credentials, filming boundary, celebrity arrivals.",
|
||||
"hud.reasons": "Reasons: %s",
|
||||
"hud.issues": "Issues: %s",
|
||||
"hud.wand_suspicious": "The wand alerts on a suspicious item (%s).",
|
||||
"hud.wand_ask": "Ask the guest to identify it before deciding.",
|
||||
"hud.wand_harmless": "The wand alerts on a harmless item (%s).",
|
||||
"hud.wand_false": "Likely a false alarm — keys, belt, or phone.",
|
||||
"hud.wand_clear": "No alert. The guest appears clear."
|
||||
}
|
||||
@@ -1,154 +1,61 @@
|
||||
[gd_resource type="Resource" script_class="VenueScenario" load_steps=17 format=3]
|
||||
[gd_resource type="Resource" script_class="VenueScenario" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_2u28i"]
|
||||
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_acokf"]
|
||||
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_mqiqi"]
|
||||
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_c5x6v"]
|
||||
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_7qk8j"]
|
||||
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_lvgx2"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_i8fga"]
|
||||
script = ExtResource("1_2u28i")
|
||||
[sub_resource type="Resource" id="Resource_xf4wh"]
|
||||
script = ExtResource("1_c5x6v")
|
||||
required_artifacts = {
|
||||
1: true
|
||||
}
|
||||
grant_if_any_required = false
|
||||
minimum_age = 0
|
||||
require_id = false
|
||||
wand_screening_required = false
|
||||
policy_summary = "Private property. Entry requires recognition or a valid wristband."
|
||||
|
||||
[sub_resource type="Resource" id="Resource_c7lhe"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_cgh52"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "tourist"
|
||||
display_name = "Tourist"
|
||||
npc_type = 0
|
||||
temperament = 0.1
|
||||
base_compliance = 0.9
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
|
||||
"reason": ["Just getting a photo of the entrance.", "I'm meeting friends here."],
|
||||
"recognition": ["You remember me from the tour, right?"],
|
||||
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_0t6ar"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_qe635"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "confused_visitor"
|
||||
display_name = "Confused Visitor"
|
||||
npc_type = 3
|
||||
temperament = 0.2
|
||||
base_compliance = 0.85
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"deescalation": ["Oh, I understand. I'll check with the box office."],
|
||||
"reason": ["I thought this was the box office.", "I'm looking for the event entrance."],
|
||||
"refusal": ["I'm sure the event is here. Let me check my phone."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_wyv8p"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_u5nrp"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "delivery"
|
||||
display_name = "Delivery Worker"
|
||||
npc_type = 10
|
||||
temperament = 0.25
|
||||
base_compliance = 0.8
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Where should I leave this?"])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Drop-off for the venue. Where should I leave it?"]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_v2hc4"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_dsavb"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "street_performer"
|
||||
display_name = "Street Performer"
|
||||
npc_type = 1
|
||||
temperament = 0.45
|
||||
base_compliance = 0.55
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 55,
|
||||
@@ -156,47 +63,17 @@ reactions_by_level = {
|
||||
3: 30
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
context_lines = {
|
||||
"reason": ["Just doing my act; I'll keep the sidewalk clear."]
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_lg4td"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_sexiy"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "influencer"
|
||||
display_name = "Influencer"
|
||||
npc_type = 2
|
||||
temperament = 0.5
|
||||
base_compliance = 0.5
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 40,
|
||||
@@ -218,47 +95,18 @@ reactions_by_level = {
|
||||
8: 25
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Filming a quick clip for my channel."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ijl2s"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_ghqd8"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "intoxicated"
|
||||
display_name = "Intoxicated Pedestrian"
|
||||
npc_type = 4
|
||||
temperament = 0.6
|
||||
base_compliance = 0.4
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 30,
|
||||
@@ -272,41 +120,13 @@ reactions_by_level = {
|
||||
4: 10
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 1.8
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Looking for my friends. I think they went inside."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_eycmk"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_g8peq"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "trespasser"
|
||||
display_name = "Trespasser"
|
||||
npc_type = 5
|
||||
@@ -341,41 +161,13 @@ reactions_by_level = {
|
||||
7: 20
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Meeting a friend inside. I'll only be a minute.", "Just cutting through."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ggtpw"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_4xl5p"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "mental_crisis"
|
||||
display_name = "Person in Crisis"
|
||||
npc_type = 7
|
||||
@@ -411,47 +203,18 @@ reactions_by_level = {
|
||||
7: 15
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 2.4
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I just need a quiet minute.", "I'm waiting for someone."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_oa64f"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_y6282"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "violent_threat"
|
||||
display_name = "Violent Threat"
|
||||
npc_type = 6
|
||||
temperament = 0.95
|
||||
base_compliance = 0.05
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
2: 25,
|
||||
@@ -479,41 +242,12 @@ reactions_by_level = {
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
context_lines = {
|
||||
"reason": ["Back off. This doesn't concern you."]
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_7t7dh"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_75a0r"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "protester"
|
||||
display_name = "Protester"
|
||||
npc_type = 12
|
||||
@@ -547,66 +281,34 @@ reactions_by_level = {
|
||||
7: 20
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["We're demonstrating on the public sidewalk.", "This is a peaceful protest."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_8tj1k"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_ix35t"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "authorized_staff"
|
||||
display_name = "Staff Member"
|
||||
npc_type = 8
|
||||
temperament = 0.15
|
||||
base_compliance = 1.0
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 100
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I'm on staff. I'm checking the entrance.", "Crew check-in; I'm working tonight."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_tnpxm"]
|
||||
script = ExtResource("2_acokf")
|
||||
[sub_resource type="Resource" id="Resource_0mcg3"]
|
||||
script = ExtResource("2_7qk8j")
|
||||
id = "authorized_guest"
|
||||
display_name = "Authorized Guest"
|
||||
npc_type = 9
|
||||
temperament = 0.2
|
||||
base_compliance = 0.95
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 92,
|
||||
@@ -617,16 +319,16 @@ default_reactions = {
|
||||
2: 12
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I'm on the guest list. Here's my ID.", "A friend invited me; I have a ticket."]
|
||||
}
|
||||
|
||||
[resource]
|
||||
script = ExtResource("3_mqiqi")
|
||||
script = ExtResource("3_lvgx2")
|
||||
id = "hollywood_building"
|
||||
display_name = "Hollywood Boulevard Building"
|
||||
description = "Steps and entrance of a private building off Hollywood Boulevard."
|
||||
access_policy = SubResource("Resource_i8fga")
|
||||
display_name = "El Capitan Entertainment Centre"
|
||||
description = "The historic 1921 Masonic Temple at 6840 Hollywood Boulevard, now the El Capitan Entertainment Centre."
|
||||
access_policy = SubResource("Resource_xf4wh")
|
||||
equipment = Array[String](["wristband_policy", "flashlight", "radio"])
|
||||
locations = {
|
||||
"entrance": Vector3(0, 0, 1),
|
||||
@@ -635,7 +337,7 @@ locations = {
|
||||
"sidewalk": Vector3(0, 0, 9),
|
||||
"steps_end": Vector3(0, 0, 3)
|
||||
}
|
||||
npc_profiles = Array[ExtResource("2_acokf")]([SubResource("Resource_c7lhe"), SubResource("Resource_0t6ar"), SubResource("Resource_wyv8p"), SubResource("Resource_v2hc4"), SubResource("Resource_lg4td"), SubResource("Resource_ijl2s"), SubResource("Resource_eycmk"), SubResource("Resource_ggtpw"), SubResource("Resource_oa64f"), SubResource("Resource_7t7dh"), SubResource("Resource_8tj1k"), SubResource("Resource_tnpxm")])
|
||||
npc_profiles = Array[ExtResource("2_7qk8j")]([SubResource("Resource_cgh52"), SubResource("Resource_qe635"), SubResource("Resource_u5nrp"), SubResource("Resource_dsavb"), SubResource("Resource_sexiy"), SubResource("Resource_ghqd8"), SubResource("Resource_g8peq"), SubResource("Resource_4xl5p"), SubResource("Resource_y6282"), SubResource("Resource_75a0r"), SubResource("Resource_ix35t"), SubResource("Resource_0mcg3")])
|
||||
event_pool = Array[Dictionary]([{
|
||||
"base_weight": 1.0,
|
||||
"id": "tourist_photo",
|
||||
@@ -710,6 +412,33 @@ event_pool = Array[Dictionary]([{
|
||||
"time_range_s": Vector2(300, 800)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"id": "late_tourist",
|
||||
"intent": "photo",
|
||||
"kind": "routine",
|
||||
"npc_type": 0,
|
||||
"phase": 3,
|
||||
"probability": 0.22,
|
||||
"time_range_s": Vector2(700, 900)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"id": "late_guest",
|
||||
"intent": "enter",
|
||||
"kind": "routine",
|
||||
"npc_type": 9,
|
||||
"phase": 3,
|
||||
"probability": 0.2,
|
||||
"time_range_s": Vector2(700, 900)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"id": "late_trespasser",
|
||||
"intent": "trespass",
|
||||
"kind": "routine",
|
||||
"npc_type": 5,
|
||||
"phase": 3,
|
||||
"probability": 0.14,
|
||||
"time_range_s": Vector2(700, 900)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"hint": "hint.body_camera_reason",
|
||||
"id": "building_filming_boundary",
|
||||
"intent": "film",
|
||||
@@ -774,6 +503,15 @@ event_pool = Array[Dictionary]([{
|
||||
"probability": 0.28,
|
||||
"requires_emergency": true,
|
||||
"time_range_s": Vector2(760, 880)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"id": "building_apology_return",
|
||||
"intent": "enter",
|
||||
"kind": "recovery",
|
||||
"npc_type": 9,
|
||||
"phase": 2,
|
||||
"probability": 0.22,
|
||||
"time_range_s": Vector2(620, 800)
|
||||
}])
|
||||
shift_phases = {
|
||||
0: {
|
||||
@@ -789,6 +527,6 @@ shift_phases = {
|
||||
"start_s": 700.0
|
||||
}
|
||||
}
|
||||
shift_duration_s = 900.0
|
||||
policy_summary = ""
|
||||
door_staff_lines = {}
|
||||
door_staff_lines = {
|
||||
"wristband_check": ["Wristband, please.", "I need to see your event wristband."]
|
||||
}
|
||||
@@ -1,113 +1,73 @@
|
||||
[gd_resource type="Resource" script_class="VenueScenario" load_steps=13 format=3]
|
||||
[gd_resource type="Resource" script_class="VenueScenario" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_lxsgk"]
|
||||
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_wfc6m"]
|
||||
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_8xm7a"]
|
||||
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_3pn5m"]
|
||||
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_l60ad"]
|
||||
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_voh88"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_xha77"]
|
||||
script = ExtResource("1_lxsgk")
|
||||
[sub_resource type="Resource" id="Resource_aal3l"]
|
||||
script = ExtResource("1_3pn5m")
|
||||
required_artifacts = {
|
||||
2: true,
|
||||
3: true
|
||||
}
|
||||
grant_if_any_required = false
|
||||
minimum_age = 21
|
||||
require_id = true
|
||||
wand_screening_required = true
|
||||
policy_summary = "Government ID and a valid ticket or reservation required. Carry items are screened."
|
||||
|
||||
[sub_resource type="Resource" id="Resource_8ksyk"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_57xgi"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "tourist"
|
||||
display_name = "Tourist"
|
||||
npc_type = 0
|
||||
temperament = 0.1
|
||||
base_compliance = 0.9
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
|
||||
"reason": ["Just getting a photo of the entrance.", "I'm meeting friends here."],
|
||||
"recognition": ["You remember me from the tour, right?"],
|
||||
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_wt1op"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_r873e"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "confused_visitor"
|
||||
display_name = "Confused Visitor"
|
||||
npc_type = 3
|
||||
temperament = 0.2
|
||||
base_compliance = 0.85
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"deescalation": ["Oh, I understand. I'll check with the box office."],
|
||||
"reason": ["I thought this was the box office.", "I'm looking for the event entrance."],
|
||||
"refusal": ["I'm sure the event is here. Let me check my phone."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_g1jr2"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_3xy2u"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "street_performer"
|
||||
display_name = "Street Performer"
|
||||
npc_type = 1
|
||||
temperament = 0.45
|
||||
base_compliance = 0.55
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 55,
|
||||
2: 15,
|
||||
3: 30
|
||||
}
|
||||
}
|
||||
context_lines = {
|
||||
"reason": ["Just doing my act; I'll keep the sidewalk clear."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_50i1h"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "influencer"
|
||||
display_name = "Influencer"
|
||||
npc_type = 2
|
||||
temperament = 0.5
|
||||
base_compliance = 0.5
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 40,
|
||||
@@ -129,47 +89,18 @@ reactions_by_level = {
|
||||
8: 25
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Filming a quick clip for my channel."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ys0b0"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_nsw77"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "intoxicated"
|
||||
display_name = "Intoxicated Pedestrian"
|
||||
npc_type = 4
|
||||
temperament = 0.6
|
||||
base_compliance = 0.4
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 30,
|
||||
@@ -183,41 +114,13 @@ reactions_by_level = {
|
||||
4: 10
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 1.8
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Looking for my friends. I think they went inside."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_bv0jw"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_20knl"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "trespasser"
|
||||
display_name = "Trespasser"
|
||||
npc_type = 5
|
||||
@@ -252,47 +155,18 @@ reactions_by_level = {
|
||||
7: 20
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Meeting a friend inside. I'll only be a minute.", "Just cutting through."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_7vgx3"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_rivis"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "violent_threat"
|
||||
display_name = "Violent Threat"
|
||||
npc_type = 6
|
||||
temperament = 0.95
|
||||
base_compliance = 0.05
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
2: 25,
|
||||
@@ -320,66 +194,33 @@ reactions_by_level = {
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
context_lines = {
|
||||
"reason": ["Back off. This doesn't concern you."]
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_x43ed"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_1dvkp"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "authorized_staff"
|
||||
display_name = "Staff Member"
|
||||
npc_type = 8
|
||||
temperament = 0.15
|
||||
base_compliance = 1.0
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 100
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I'm on staff. I'm checking the entrance.", "Crew check-in; I'm working tonight."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_07lsg"]
|
||||
script = ExtResource("2_wfc6m")
|
||||
[sub_resource type="Resource" id="Resource_7wsm0"]
|
||||
script = ExtResource("2_l60ad")
|
||||
id = "authorized_guest"
|
||||
display_name = "Authorized Guest"
|
||||
npc_type = 9
|
||||
temperament = 0.2
|
||||
base_compliance = 0.95
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 92,
|
||||
@@ -390,16 +231,16 @@ default_reactions = {
|
||||
2: 12
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I'm on the guest list. Here's my ID.", "A friend invited me; I have a ticket."]
|
||||
}
|
||||
|
||||
[resource]
|
||||
script = ExtResource("3_8xm7a")
|
||||
script = ExtResource("3_voh88")
|
||||
id = "joke_shop"
|
||||
display_name = "The Joke Shop"
|
||||
description = "Comedy club door: IDs, reservations, and wand screening."
|
||||
access_policy = SubResource("Resource_xha77")
|
||||
access_policy = SubResource("Resource_aal3l")
|
||||
equipment = Array[String](["id_check", "guest_list", "wand", "radio"])
|
||||
locations = {
|
||||
"door_area": Vector3(0, 0, 3),
|
||||
@@ -409,7 +250,7 @@ locations = {
|
||||
"sidewalk": Vector3(0, 0, 9),
|
||||
"steps_end": Vector3(0, 0, 3)
|
||||
}
|
||||
npc_profiles = Array[ExtResource("2_wfc6m")]([SubResource("Resource_8ksyk"), SubResource("Resource_wt1op"), SubResource("Resource_g1jr2"), SubResource("Resource_ys0b0"), SubResource("Resource_bv0jw"), SubResource("Resource_7vgx3"), SubResource("Resource_x43ed"), SubResource("Resource_07lsg")])
|
||||
npc_profiles = Array[ExtResource("2_l60ad")]([SubResource("Resource_57xgi"), SubResource("Resource_r873e"), SubResource("Resource_3xy2u"), SubResource("Resource_50i1h"), SubResource("Resource_nsw77"), SubResource("Resource_20knl"), SubResource("Resource_rivis"), SubResource("Resource_1dvkp"), SubResource("Resource_7wsm0")])
|
||||
event_pool = Array[Dictionary]([{
|
||||
"base_weight": 1.0,
|
||||
"id": "guest_valid",
|
||||
@@ -564,6 +405,19 @@ event_pool = Array[Dictionary]([{
|
||||
"phase": 2,
|
||||
"probability": 0.5,
|
||||
"time_range_s": Vector2(650, 830)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"id": "joke_denied_guest_return",
|
||||
"intent": "enter",
|
||||
"kind": "recovery",
|
||||
"npc_type": 9,
|
||||
"override_access": {
|
||||
"has_id": true,
|
||||
"has_ticket": true
|
||||
},
|
||||
"phase": 2,
|
||||
"probability": 0.2,
|
||||
"time_range_s": Vector2(650, 830)
|
||||
}])
|
||||
shift_phases = {
|
||||
0: {
|
||||
@@ -579,8 +433,6 @@ shift_phases = {
|
||||
"start_s": 700.0
|
||||
}
|
||||
}
|
||||
shift_duration_s = 900.0
|
||||
policy_summary = ""
|
||||
door_staff_lines = {
|
||||
"id_check": ["May I see your ID, please?", "Could you show me some identification?"],
|
||||
"prohibited_item": ["I can't allow that item inside. Please leave it outside.", "That item isn't permitted in the venue."],
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
[gd_resource type="Resource" script_class="VenueScenario" load_steps=17 format=3]
|
||||
[gd_resource type="Resource" script_class="VenueScenario" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_xxhx3"]
|
||||
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_fiebn"]
|
||||
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_2dvuq"]
|
||||
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_3vwd0"]
|
||||
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_g7rkt"]
|
||||
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_jd45y"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_blmt0"]
|
||||
script = ExtResource("1_xxhx3")
|
||||
[sub_resource type="Resource" id="Resource_c55bb"]
|
||||
script = ExtResource("1_3vwd0")
|
||||
required_artifacts = {
|
||||
1: true,
|
||||
3: true,
|
||||
@@ -13,145 +13,53 @@ required_artifacts = {
|
||||
5: true
|
||||
}
|
||||
grant_if_any_required = true
|
||||
minimum_age = 0
|
||||
require_id = false
|
||||
wand_screening_required = false
|
||||
policy_summary = "Entry requires a wristband, credential, ticket, or guest-list confirmation."
|
||||
|
||||
[sub_resource type="Resource" id="Resource_oddac"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_yyxim"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "tourist"
|
||||
display_name = "Tourist"
|
||||
npc_type = 0
|
||||
temperament = 0.1
|
||||
base_compliance = 0.9
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
|
||||
"reason": ["Just getting a photo of the entrance.", "I'm meeting friends here."],
|
||||
"recognition": ["You remember me from the tour, right?"],
|
||||
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_byir2"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_lmn2c"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "confused_visitor"
|
||||
display_name = "Confused Visitor"
|
||||
npc_type = 3
|
||||
temperament = 0.2
|
||||
base_compliance = 0.85
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"deescalation": ["Oh, I understand. I'll check with the box office."],
|
||||
"reason": ["I thought this was the box office.", "I'm looking for the event entrance."],
|
||||
"refusal": ["I'm sure the event is here. Let me check my phone."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_3tt0b"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_if2cj"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "delivery"
|
||||
display_name = "Delivery Worker"
|
||||
npc_type = 10
|
||||
temperament = 0.25
|
||||
base_compliance = 0.8
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["Where should I leave this?"])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Drop-off for the venue. Where should I leave it?"]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ihxib"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_t47d3"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "street_performer"
|
||||
display_name = "Street Performer"
|
||||
npc_type = 1
|
||||
temperament = 0.45
|
||||
base_compliance = 0.55
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 55,
|
||||
@@ -159,47 +67,17 @@ reactions_by_level = {
|
||||
3: 30
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
context_lines = {
|
||||
"reason": ["Just doing my act; I'll keep the sidewalk clear."]
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_c57iy"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_j2mp5"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "influencer"
|
||||
display_name = "Influencer"
|
||||
npc_type = 2
|
||||
temperament = 0.5
|
||||
base_compliance = 0.5
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 40,
|
||||
@@ -221,47 +99,18 @@ reactions_by_level = {
|
||||
8: 25
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Filming a quick clip for my channel."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_bk410"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_uscqg"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "intoxicated"
|
||||
display_name = "Intoxicated Pedestrian"
|
||||
npc_type = 4
|
||||
temperament = 0.6
|
||||
base_compliance = 0.4
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
0: 30,
|
||||
@@ -275,41 +124,13 @@ reactions_by_level = {
|
||||
4: 10
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 1.8
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Looking for my friends. I think they went inside."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_jp52w"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_8aovb"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "trespasser"
|
||||
display_name = "Trespasser"
|
||||
npc_type = 5
|
||||
@@ -344,41 +165,13 @@ reactions_by_level = {
|
||||
7: 20
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["Meeting a friend inside. I'll only be a minute.", "Just cutting through."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_5kplf"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_owl7s"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "mental_crisis"
|
||||
display_name = "Person in Crisis"
|
||||
npc_type = 7
|
||||
@@ -414,47 +207,18 @@ reactions_by_level = {
|
||||
7: 15
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 2.4
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I just need a quiet minute.", "I'm waiting for someone."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_6bscs"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_rnay4"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "violent_threat"
|
||||
display_name = "Violent Threat"
|
||||
npc_type = 6
|
||||
temperament = 0.95
|
||||
base_compliance = 0.05
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {
|
||||
1: {
|
||||
2: 25,
|
||||
@@ -482,41 +246,12 @@ reactions_by_level = {
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
context_lines = {
|
||||
"reason": ["Back off. This doesn't concern you."]
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_n4lxh"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_lhp4m"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "protester"
|
||||
display_name = "Protester"
|
||||
npc_type = 12
|
||||
@@ -550,66 +285,34 @@ reactions_by_level = {
|
||||
7: 20
|
||||
}
|
||||
}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 80,
|
||||
2: 8,
|
||||
3: 12
|
||||
},
|
||||
2: {
|
||||
0: 70,
|
||||
1: 10,
|
||||
2: 12,
|
||||
4: 8
|
||||
},
|
||||
3: {
|
||||
0: 55,
|
||||
1: 15,
|
||||
2: 20,
|
||||
4: 10
|
||||
},
|
||||
4: {
|
||||
1: 65,
|
||||
2: 15,
|
||||
7: 20
|
||||
},
|
||||
5: {
|
||||
1: 30,
|
||||
5: 40,
|
||||
7: 30
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["We're demonstrating on the public sidewalk.", "This is a peaceful protest."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_6st6l"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_s8tjd"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "authorized_staff"
|
||||
display_name = "Staff Member"
|
||||
npc_type = 8
|
||||
temperament = 0.15
|
||||
base_compliance = 1.0
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 100
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I'm on staff. I'm checking the entrance.", "Crew check-in; I'm working tonight."]
|
||||
}
|
||||
|
||||
[sub_resource type="Resource" id="Resource_nf2oq"]
|
||||
script = ExtResource("2_fiebn")
|
||||
[sub_resource type="Resource" id="Resource_ii8kq"]
|
||||
script = ExtResource("2_g7rkt")
|
||||
id = "authorized_guest"
|
||||
display_name = "Authorized Guest"
|
||||
npc_type = 9
|
||||
temperament = 0.2
|
||||
base_compliance = 0.95
|
||||
return_probability = 0.0
|
||||
reactions_by_level = {}
|
||||
default_reactions = {
|
||||
1: {
|
||||
0: 92,
|
||||
@@ -620,16 +323,16 @@ default_reactions = {
|
||||
2: 12
|
||||
}
|
||||
}
|
||||
reaction_delay = 0.6
|
||||
dialogue_lines = Array[String]([])
|
||||
carried_items = Array[String]([])
|
||||
context_lines = {
|
||||
"reason": ["I'm on the guest list. Here's my ID.", "A friend invited me; I have a ticket."]
|
||||
}
|
||||
|
||||
[resource]
|
||||
script = ExtResource("3_2dvuq")
|
||||
script = ExtResource("3_jd45y")
|
||||
id = "tv_studio"
|
||||
display_name = "Hollywood Blvd Late Night TV Studio"
|
||||
description = "Crowd, celebrities, and staff around a late-night studio."
|
||||
access_policy = SubResource("Resource_blmt0")
|
||||
access_policy = SubResource("Resource_c55bb")
|
||||
equipment = Array[String](["wristband_policy", "guest_list", "radio", "flashlight"])
|
||||
locations = {
|
||||
"entrance": Vector3(0, 0, 1),
|
||||
@@ -639,7 +342,7 @@ locations = {
|
||||
"stage_door": Vector3(6, 0, -2),
|
||||
"steps_end": Vector3(0, 0, 3)
|
||||
}
|
||||
npc_profiles = Array[ExtResource("2_fiebn")]([SubResource("Resource_oddac"), SubResource("Resource_byir2"), SubResource("Resource_3tt0b"), SubResource("Resource_ihxib"), SubResource("Resource_c57iy"), SubResource("Resource_bk410"), SubResource("Resource_jp52w"), SubResource("Resource_5kplf"), SubResource("Resource_6bscs"), SubResource("Resource_n4lxh"), SubResource("Resource_6st6l"), SubResource("Resource_nf2oq")])
|
||||
npc_profiles = Array[ExtResource("2_g7rkt")]([SubResource("Resource_yyxim"), SubResource("Resource_lmn2c"), SubResource("Resource_if2cj"), SubResource("Resource_t47d3"), SubResource("Resource_j2mp5"), SubResource("Resource_uscqg"), SubResource("Resource_8aovb"), SubResource("Resource_owl7s"), SubResource("Resource_rnay4"), SubResource("Resource_lhp4m"), SubResource("Resource_s8tjd"), SubResource("Resource_ii8kq")])
|
||||
event_pool = Array[Dictionary]([{
|
||||
"base_weight": 1.0,
|
||||
"id": "audience_ticket",
|
||||
@@ -790,6 +493,15 @@ event_pool = Array[Dictionary]([{
|
||||
"phase": 2,
|
||||
"probability": 0.45,
|
||||
"time_range_s": Vector2(700, 860)
|
||||
}, {
|
||||
"base_weight": 1.0,
|
||||
"id": "studio_manager_check",
|
||||
"intent": "enter",
|
||||
"kind": "recovery",
|
||||
"npc_type": 8,
|
||||
"phase": 2,
|
||||
"probability": 0.2,
|
||||
"time_range_s": Vector2(620, 820)
|
||||
}])
|
||||
shift_phases = {
|
||||
0: {
|
||||
@@ -805,6 +517,6 @@ shift_phases = {
|
||||
"start_s": 700.0
|
||||
}
|
||||
}
|
||||
shift_duration_s = 900.0
|
||||
policy_summary = ""
|
||||
door_staff_lines = {}
|
||||
door_staff_lines = {
|
||||
"ticket_check": ["Ticket, credential, or guest-list confirmation, please.", "I need your ticket or guest-list confirmation."]
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
# Gig Line Documentation
|
||||
|
||||
This folder holds the project documentation, visual references and generated QA evidence.
|
||||
|
||||
## Start here
|
||||
|
||||
- [`../PLAN.md`](../PLAN.md) — product and game-design plan
|
||||
- [`gameplay.md`](gameplay.md) — controls, venues and escalation
|
||||
- [`joke-shop-map.md`](joke-shop-map.md) — Sunset Strip real-site mapping
|
||||
- [`tutorial.md`](tutorial.md) — first-shift tutorial beats
|
||||
- [`architecture.md`](architecture.md) — arc42 system architecture
|
||||
- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
|
||||
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
|
||||
- [`npc-visual-review.md`](npc-visual-review.md) — NPC visual baseline, acceptance criteria and ranked gaps
|
||||
- [`npc-proportion-audit.md`](npc-proportion-audit.md) — NPC proportion ratios and stylized guide results
|
||||
- [`development-status.md`](development-status.md) — implemented features and current gaps
|
||||
- [`smoke-checklist.md`](smoke-checklist.md) — manual verification
|
||||
- [`ui-copy.md`](ui-copy.md) — screen, copy and button inventory
|
||||
- [`RELEASING.md`](RELEASING.md) — export, CI and publishing workflow
|
||||
- [`adr/README.md`](adr/README.md) — architecture decisions
|
||||
|
||||
## Visual references
|
||||
|
||||
- [`screens/README.md`](screens/README.md) — concepts, designs, screenshots and realism runs
|
||||
- [`blender_previews/README.md`](blender_previews/README.md) — character/gear/prop previews
|
||||
- [`screenshots/README.md`](screenshots/README.md) — committed game gallery
|
||||
- [`screen-design-report.md`](screen-design-report.md) — latest screen-design judge result
|
||||
|
||||
## Quick preview
|
||||
|
||||
| Reference | Screenshot |
|
||||
| --- | --- |
|
||||
| Venue design | <img src="screens/designs/venue_overview.png" width="320" alt="Venue overview design"> |
|
||||
| Current entrance | <img src="screenshots/01-venue-overview.png" width="320" alt="In-game venue overview"> |
|
||||
| Character sheet | <img src="blender_previews/sheet_npc.jpg" width="320" alt="NPC character sheet"> |
|
||||
| Prop sheet | <img src="blender_previews/sheet_props.jpg" width="320" alt="Prop asset sheet"> |
|
||||
@@ -12,10 +12,11 @@ time you export, either:
|
||||
matching templates), or
|
||||
- Install them manually from the
|
||||
[Godot downloads](https://godotengine.org/download/) page by placing the
|
||||
`Godot_v4.3-stable_export_templates.tpz` contents into
|
||||
`~/.local/share/godot/export_templates/4.3.stable/`.
|
||||
`Godot_v4.7.2-stable_export_templates.tpz` contents into
|
||||
`~/.local/share/godot/export_templates/4.7.2.stable/`.
|
||||
|
||||
Verify with:
|
||||
The templates must match the editor binary you use locally. CI and local
|
||||
development both use Godot 4.7.2 with its matching templates. Verify with:
|
||||
|
||||
```bash
|
||||
godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
|
||||
@@ -30,7 +31,7 @@ godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
|
||||
|
||||
The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
|
||||
|
||||
- Every push/PR runs the **checks** job: Godot 4.3 install, project import, and the
|
||||
- Every push/PR runs the **checks** job: Godot 4.7.2 install, project import, and the
|
||||
full headless test suite. This is the fast safety net.
|
||||
- **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the
|
||||
**build** job: export templates install, import, `tools/build_releases.sh` for
|
||||
@@ -62,10 +63,12 @@ setup, so do not rely on it.
|
||||
> artifacts. If CI publishing fails again, run
|
||||
> `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`.
|
||||
|
||||
> **No `actions/cache` for now:** the runner has no local actions-cache service, so
|
||||
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import
|
||||
> is only ~4s). If a host admin later enables Gitea `[cache.actions]` with a cache
|
||||
> server, the step can be reintroduced.
|
||||
> **Godot cache evaluation:** Gitea Actions cache was tested for the Godot binary and
|
||||
> trimmed 4.7.2 templates. Restores worked intermittently, but cache saves timed out
|
||||
> in `CreateCacheEntry` / were rejected as reserved by another job. The cache steps
|
||||
> were removed because they added restore/save overhead without a reliable hit.
|
||||
> Revisit when the host's Gitea Actions cache service is healthy; otherwise keep
|
||||
> downloading the binary/templates directly.
|
||||
|
||||
> The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old
|
||||
> `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan
|
||||
@@ -86,6 +89,8 @@ Artifacts are written to `build/` (all exports embed the PCK — single files):
|
||||
- `build/gig-line-macos-<version>.zip`
|
||||
- `build/gig-line-web-<version>.zip` — browser build (non-threaded Godot web
|
||||
template; unzip and serve the folder, no COOP/COEP headers required)
|
||||
- `build/gig-line-desktop-hq-<version>.zip` — optional Forward+ Windows/Linux
|
||||
build with `override.cfg`; requires a Vulkan-capable GPU/driver
|
||||
|
||||
When run in CI (tags/dispatch), the build job also packages:
|
||||
|
||||
@@ -94,6 +99,15 @@ When run in CI (tags/dispatch), the build job also packages:
|
||||
- `build/gig-line-<version>-x86_64.AppImage` — Linux AppImage (`packaging/linux/build_appimage.sh`,
|
||||
appimagetool via `APPIMAGE_EXTRACT_AND_RUN`)
|
||||
|
||||
The optional Desktop HQ zip is assembled by `tools/build_releases.sh` from
|
||||
`packaging/desktop_hq/`; keep `override.cfg` next to the extracted executable.
|
||||
It is not part of the default Compatibility/Web build.
|
||||
|
||||
Always run the release build from a clean checkout or detached worktree. Godot
|
||||
can pack files from ignored `tmp/` and old `build/` folders into the PCK; the
|
||||
0.9.6 dirty-tree build produced 1.6–3.1 GB artifacts, while the clean worktree
|
||||
produced the expected ~160–240 MB packages.
|
||||
|
||||
Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
|
||||
the NSIS installer requires `makensis` (covered by CI).
|
||||
|
||||
@@ -114,19 +128,21 @@ GITEA_TOKEN=your_api_token ./tools/publish_release.sh 0.2.1
|
||||
|
||||
The script creates (or reuses) the release from `project.godot`'s
|
||||
`config/version`, uploads the three portable artifacts **plus** the NSIS
|
||||
installer and AppImage when present, and prints the release URL. If CI already
|
||||
installer, AppImage, Web zip and Desktop HQ zip when present, and prints the
|
||||
release URL. If CI already
|
||||
published the release, re-running the script only adds missing assets.
|
||||
|
||||
> **Host note**: the release is fully built by CI, but anonymous users can only
|
||||
> browse and download when the instance sets `[service] REQUIRE_SIGNIN_VIEW=false`
|
||||
> in `app.ini` (the repo itself is public). See the TODO for the exact steps.
|
||||
> in `app.ini` (the repo itself is public). This is a host-admin setting, not a
|
||||
> repository file.
|
||||
|
||||
Manual alternative:
|
||||
|
||||
### Via the web UI
|
||||
|
||||
1. Create a **New Release** with tag `v<version>`.
|
||||
2. Attach all three `build/` artifacts.
|
||||
2. Attach all artifacts from `build/` (portables, installer/AppImage, Web and optional Desktop HQ).
|
||||
3. Write release notes (see checklist below).
|
||||
|
||||
### Via the API
|
||||
@@ -163,7 +179,7 @@ change, update `tools/build_releases.sh` first.
|
||||
|
||||
- [ ] All headless tests pass (exit code 0).
|
||||
- [ ] Game boots cleanly in a smoke test.
|
||||
- [ ] Controls documented in `README.md` match the build.
|
||||
- [ ] Controls documented in `docs/getting-started.md` match the build.
|
||||
- [ ] Version in `project.godot` matches the tag.
|
||||
- [ ] Export templates used are the official ones for the pinned engine.
|
||||
- [ ] Artifacts uploaded; README downloads page shows them.
|
||||
@@ -0,0 +1,20 @@
|
||||
# Architecture Decision Records
|
||||
|
||||
Each ADR records the context, decision, consequences and alternatives for a durable architecture choice.
|
||||
|
||||
## Decisions
|
||||
|
||||
- [0001-venue-driven-simulation-architecture](0001-venue-driven-simulation-architecture.md)
|
||||
- [0002-de-escalation-first-escalation-model](0002-de-escalation-first-escalation-model.md)
|
||||
- [0003-explicit-access-verification-system](0003-explicit-access-verification-system.md)
|
||||
- [0004-local-single-player-first](0004-local-single-player-first.md)
|
||||
- [0005-event-based-incident-recording](0005-event-based-incident-recording.md)
|
||||
- [0006-godot-4-gdscript](0006-godot-4-gdscript.md)
|
||||
- [0007-locomotion-and-input-layers](0007-locomotion-and-input-layers.md)
|
||||
- [0008-cone-focus-and-head-ring](0008-cone-focus-and-head-ring.md)
|
||||
- [0009-radial-action-menu](0009-radial-action-menu.md)
|
||||
- [0010-procedural-npc-presentation](0010-procedural-npc-presentation.md)
|
||||
- [0011-aim-free-selection-and-precision-walk](0011-aim-free-selection-and-precision-walk.md)
|
||||
- [0012-surface-materials-and-generated-props](0012-surface-materials-and-generated-props.md)
|
||||
- [0013-blender-authored-npc-characters](0013-blender-authored-npc-characters.md)
|
||||
- [0014-runtime-image-root](0014-runtime-image-root.md)
|
||||
@@ -20,11 +20,12 @@ This document follows the structure of the arc42 architecture documentation temp
|
||||
- **Testability:** Rules and outcomes should be testable without rendering or real-time input.
|
||||
- **Consistency:** Similar situations should follow predictable venue and escalation rules.
|
||||
- **Respectful representation:** Mental-health crises and public interactions should not be reduced to stereotypes or treated as automatic threats.
|
||||
- **Realism:** The game world should look like the real world and NPC behaviors should feel consistent and believable within the established setting.
|
||||
|
||||
## 2. Constraints
|
||||
|
||||
- The first implementation should be small enough for a playable vertical slice.
|
||||
- The engine is Godot 4 with GDScript; a playable prototype vertical slice is implemented.
|
||||
- The engine is Godot 4.7.2 with GDScript; a playable prototype vertical slice is implemented. CI, local development and exported builds use 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build.
|
||||
- Venue-specific policies must be configurable rather than hard-coded into individual NPCs.
|
||||
- The game must preserve the de-escalation-first design described in [`PLAN.md`](../PLAN.md).
|
||||
- The project uses the repository workflow described in [`AGENTS.md`](../AGENTS.md).
|
||||
@@ -36,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
|
||||
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
|
||||
- **PATCH** — bug fixes and small polish that do not change behavior.
|
||||
|
||||
The single source of truth for the version is `config/version` in `project.godot` (currently `0.1.0`). Each release is tagged in git as `v<version>` (e.g. `v0.1.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
|
||||
The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.6`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
|
||||
|
||||
## 3. Context and Scope
|
||||
|
||||
@@ -77,12 +78,13 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
|
||||
- `CrowdSystem` models queues, attention, congestion, and public reaction.
|
||||
- `ShiftReview` presents decisions, consequences, and improvement opportunities.
|
||||
- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, textured albedo/normal recipes, baked-AO wiring, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
|
||||
- `WorldBuilder` assembles the procedural venue and instantiates the generated prop models from `assets/models/generated/` with a procedural fallback.
|
||||
- `WorldBuilder` assembles the procedural venue from a per-venue `VENUE_SPECS` table (facade, windows, stairs, street, nav bounds, guard spawn, feature flags and prop placements), prefers the Blender prop library in `assets/models/blender/props/`, and falls back to `assets/models/generated/` or primitives. `GameManager` rebuilds only the `World` container when the venue changes, so the guard/UI and their state survive. It also wires the phase-driven library emissives and street dressing.
|
||||
- `src/game/ui/art.gd` loads runtime UI/scene art from `assets/images/ui/` and `assets/images/scenes/`, with null fallbacks so panels keep their procedural layouts.
|
||||
- `tools/model_pipeline.py` builds and audits the street-prop `.glb` models and packs their colour atlases.
|
||||
- `tools/npc_pipeline.py` builds and audits the skinned NPC base model (`assets/models/generated/npc_base.glb`) and its per-slot material maps, with an optional AI fabric override (ADR-0013).
|
||||
- `tools/blender_assets.py` builds, renders and audits the Blender asset library (`assets/models/blender/{npc,npc_gear,props}/` + `manifest.json`): NPC character variants that are drop-in for `npc_base`, attach-point gear, and street/venue props. `NpcAvatar` selects variants/gear by role/seed and `WorldBuilder` loads the prop replacements and new street dressing, with procedural fallbacks (see `docs/blender-assets.md`).
|
||||
- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`), promotes the validated ones to the tracked `v2/picks/` that `SurfaceMaterials`/`WorldBuilder` preload, audits them, and scores `src/test/capture_realism.gd` A/B captures (five stages, runtime texture swaps) against the concepts (`docs/screens/realism/<run>/`).
|
||||
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures.
|
||||
- `tools/scene_concepts.py` generates realism-pass references (`docs/screens/concepts/`), skyline backdrops and surface tiles (raw `assets/textures/ai/v2/raw/` → candidates `assets/textures/ai/game_ready/v2/`), promotes the validated ones to the tracked `v2/picks/` that `SurfaceMaterials`/`WorldBuilder` preload, audits them, and scores `src/test/capture_realism.gd` A/B captures (six stages, runtime texture swaps) against the concepts (`docs/screens/realism/<run>/`).
|
||||
- `tools/asset_pipeline.py` generates and audits role-aware textures; `tools/screen_designs.py` generates screen references and judges captures; `tools/check_screenshots.sh` renders the staged gallery and runs the compare gate.
|
||||
|
||||
Confirmed game assets live in `assets/textures/ai/game_ready/` (audited surface, UI, and card textures), `assets/models/generated/` (prop and NPC `.glb` models plus their texture atlases), and `assets/textures/npc/` (NPC material maps and `palette.json`). Development-only outputs — AI concept sheets, Blender sources, raw AI fabrics — are gitignored and regenerated by the tools.
|
||||
|
||||
@@ -104,6 +106,36 @@ When reference art becomes runtime art, copy or process it into `assets/images/`
|
||||
new descriptive name (never overwrite an existing image) and keep a procedural fallback
|
||||
in code.
|
||||
|
||||
### Content and asset pipeline architecture
|
||||
|
||||
The asset/content pipeline is part of the architecture, not an external build detail:
|
||||
|
||||
| Stage | Producer | Committed artifact | Runtime consumer | Failure fallback |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| Scenario data | `ScenarioFactory` / editor export | `content/venues/*.tres`, event/profile data | `VenueScenario` → `ShiftCoordinator` | built-in scenario defaults |
|
||||
| NPC library | Blender flatpak + `tools/blender_assets.py` | `assets/models/blender/npc/*.glb`, manifest, baked AO | `NpcAvatar` | `npc_base.glb` → procedural rig |
|
||||
| Gear/props | Blender flatpak + tool + bake | `npc_gear/*.glb`, `props/*.glb`, `*_ao.png` | `NpcAvatar`, `WorldBuilder` | primitive assets / generated props |
|
||||
| Surface/UI art | Python pipelines / AI-assisted references | `assets/textures/ai/game_ready/`, `assets/images/` | `SurfaceMaterials`, `UiArt` | neutral material / procedural UI |
|
||||
| Screenshots/QA | capture scripts + `scene_concepts`/`screen_designs` | `docs/screenshots/`, `docs/screens/realism/` | reviewers and CI gates | regenerate; never runtime input |
|
||||
| Release | Gitea workflow + build/publish scripts | platform binaries, Web zip, Desktop HQ zip | players | source build |
|
||||
|
||||
Contracts that keep the pipeline replaceable:
|
||||
|
||||
- `npc_base` armature/bone names, five tint slots and front direction are frozen by tests; gear is authored in attach-point space and measured against the character silhouette.
|
||||
- Library characters, gear and props are audited for grounding, UVs, triangle budgets, degenerate triangles and manifest coverage; Blender is a developer tool, never a CI runtime dependency.
|
||||
- `WorldBuilder.VENUE_SPECS` drives geometry, navigation, features and prop placements; `GameManager` rebuilds only the world container on a venue change.
|
||||
- UI/scene art is loaded through `UiArt` with a null/neutral fallback; composed images live in `assets/images/`, not in the docs reference tree (ADR-0014).
|
||||
- CI stays offline: only committed `.glb`/`.png`/`.tres` and Godot are needed; optional AI/Blender steps are reproducible development tools.
|
||||
|
||||
### Content authoring and runtime data flow
|
||||
|
||||
`ScenarioFactory` is the source of truth for the three authored venues. `tools/export_venues.gd`
|
||||
writes `content/venues/<id>.tres` for editor inspection; the factory remains the canonical
|
||||
scenario definition. At runtime `GameManager` selects a `VenueScenario`, `ShiftCoordinator`
|
||||
schedules events and phases, and `NPCController`/`AccessVerifier`/`EscalationManager` produce
|
||||
incidents. `IncidentRecorder` is the authoritative event history; body-camera review,
|
||||
reputation, crowd reaction and shift review read it rather than resolving gameplay separately.
|
||||
|
||||
## 6. Runtime View
|
||||
|
||||
### Routine interaction
|
||||
@@ -116,6 +148,20 @@ in code.
|
||||
6. The incident recorder stores the interaction.
|
||||
7. Reputation and crowd systems react to the outcome.
|
||||
|
||||
### Venue switch
|
||||
|
||||
1. The player selects a venue from the start menu or cycles with the debug shortcut.
|
||||
2. `GameManager` loads the matching `VenueScenario` and keeps the guard/UI state.
|
||||
3. `WorldBuilder` rebuilds only `world_root` from `VENUE_SPECS`, including geometry, props and the navigation mesh.
|
||||
4. Shift state, NPCs and incidents are reset for the new venue; phase lighting and the door state are reapplied.
|
||||
5. The menu's **Hollywood Night** row resolves to `hollywood_building`, then sets `ShiftCoordinator.phase_offset_s` so elapsed time starts at 0 but phase lookup starts at `LATE`. The offset is part of the checkpoint snapshot, so a resumed night shift stays at night.
|
||||
|
||||
### Asset fallback
|
||||
|
||||
1. A runtime loader asks for the library scene or texture.
|
||||
2. If the imported asset is missing, the loader uses the generated/procedural fallback rather than failing the boot.
|
||||
3. Contracts and audits ensure the fallback and library paths expose the same observable behaviour; CI runs headless against whichever path is available.
|
||||
|
||||
### Access check
|
||||
|
||||
1. The player stops or receives an approaching person.
|
||||
@@ -135,28 +181,30 @@ in code.
|
||||
|
||||
## 7. Deployment View
|
||||
|
||||
The initial target is a single-player local game. The expected runtime consists of one client process containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required for the first prototype.
|
||||
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI, local development and exported builds use Godot 4.7.2; the light-falloff code keeps a compatibility branch for older editors but the supported baseline is unified.
|
||||
|
||||
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the initial architecture.
|
||||
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture.
|
||||
|
||||
### CI/CD build pipeline
|
||||
|
||||
A continuous-integration pipeline keeps the headless test suite green on every change, with a planned extension to build and publish release artifacts automatically.
|
||||
A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
|
||||
|
||||
- **CI workflow** (`.github/workflows/ci.yml`) runs on every push to `main` and on every pull request. It installs the pinned Godot 4.3 editor, caches the `.godot` import artifacts, imports the project to build the class cache, and runs the headless test suite (`res://src/test/test_runner.gd`). The job fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
|
||||
- **Planned extension** grows the pipeline from "test only" to "test, build, and publish": a test stage (headless tests plus a `--quit-after 120` boot smoke test as the merge gate), a build stage (install export templates, run `tools/build_releases.sh`), and a publish stage (on a version tag, upload artifacts via `tools/publish_release.sh` with a `GITEA_TOKEN` secret).
|
||||
- **Hosting note:** the repository lives on Gitea/Forgejo (`https://git.allucanget.biz/zwitschi/security-game`); the workflow is authored for GitHub Actions and should be mirrored or ported to the host's own runner if Actions is unavailable there. Export templates must match the pinned engine version, and macOS builds are unsigned (production releases need notarization or clear quarantine guidance).
|
||||
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.7.2, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
|
||||
- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts.
|
||||
- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
|
||||
- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
|
||||
|
||||
### Release management
|
||||
|
||||
Releases are produced from a tagged commit and published to the repository host's release page, where the README "Downloads" links point.
|
||||
|
||||
- `export_presets.cfg` — committed Linux, Windows Desktop, and macOS export presets so builds are reproducible.
|
||||
- `tools/build_releases.sh` — exports all three desktop artifacts into `build/`, named `gig-line-<platform>-<version>.<ext>`.
|
||||
- `tools/publish_release.sh` — creates a release and uploads the artifacts via the Gitea/Forgejo API (requires `GITEA_TOKEN`).
|
||||
- `export_presets.cfg` — committed Linux, Windows, macOS, and Web export presets so builds are reproducible.
|
||||
- `tools/build_releases.sh` — exports the desktop binaries and Web zip into `build/`, named `gig-line-<platform>-<version>.<ext>`.
|
||||
- `tools/publish_release.sh` — creates a release and uploads the artifacts via the Gitea API, using `GITEA_TOKEN` or the checkout extraheader fallback.
|
||||
- Packaging — NSIS builds the Windows installer; `packaging/linux/build_appimage.sh` builds the AppImage.
|
||||
- [`RELEASING.md`](RELEASING.md) — step-by-step guide and release checklist.
|
||||
|
||||
The release process is: bump the version, run the full test suite and boot smoke test, run `tools/build_releases.sh`, run `tools/publish_release.sh` (or create the release via the web UI), and verify the README "Downloads" links resolve to the new release.
|
||||
The release process is: bump the version, run the full test suite and `tools/check_screenshots.sh`, run `tools/build_releases.sh`, tag and push (CI publishes), then verify the README "Downloads" links and the release artifacts.
|
||||
|
||||
## 8. Cross-Cutting Concepts
|
||||
|
||||
@@ -167,7 +215,13 @@ The release process is: bump the version, run the full test suite and boot smoke
|
||||
- **Safety and proportionality:** The rules layer prevents ordinary noncompliance from automatically becoming a violent encounter.
|
||||
- **Determinism where useful:** Scenario tests should be able to use fixed seeds and scripted NPC behavior.
|
||||
- **Localization:** Dialogue and prompts should be externalized from logic.
|
||||
- **Observability:** Debug overlays should show NPC intent, access status, escalation level, active incidents, and response timers during development.
|
||||
- **Observability:** Debug overlays show NPC intent, access status, escalation level, active incidents, and response timers during development.
|
||||
- **Visual regression:** Staged captures are compared against the runtime reference art (`screen_designs.py compare`) and optionally judged by a vision model; `tools/check_screenshots.sh` makes the pass repeatable.
|
||||
- **Asset provenance and AI usage:** AI-assisted images/concepts are development inputs only; validated outputs are committed, audited and loaded through the same runtime asset contracts. Generated content must not become an offline/CI dependency.
|
||||
- **Campaign and checkpoint state:** `Campaign` owns venue order/progression; settings, campaign, completed shift history and a versioned pause checkpoint are separate JSON documents. The checkpoint snapshots coordinator systems, scheduler RNG and NPC presentation/access state; it deliberately does not serialize the tutorial overlay or transient input state.
|
||||
- **Difficulty:** easy/normal/hard only scale spawn pacing, NPC compliance tolerance and report-credibility strictness; access/escalation rules and emergency rarity are invariant.
|
||||
- **Settings and accessibility:** volume/motion/caption settings persist through `settings.json`; Help is generated from the input-binding catalogue and the HUD log is the text caption surface. CI/release, local development and exported builds are unified on Godot 4.7.2.
|
||||
- **Documentation ownership:** `PLAN.md` owns design intent; `docs/gameplay.md` owns playable mechanics; `docs/architecture.md` owns system boundaries, data flow, constraints and cross-cutting decisions; ADRs own decision history; `docs/development-status.md` owns the implemented/gap list; `TODO.md` owns the roadmap; `MEMORY.md` owns gotchas and open questions. Specialized docs link to these rather than becoming competing sources of truth.
|
||||
|
||||
## 9. Architecture Decisions
|
||||
|
||||
@@ -198,6 +252,9 @@ Architecture decisions are recorded as ADRs:
|
||||
| Performance | The target venue should support a believable crowd without harming input or simulation responsiveness. |
|
||||
| Testability | Access and escalation rules can be tested independently of presentation. |
|
||||
| Accessibility | Core actions are available through clear input alternatives and readable feedback. |
|
||||
| Reliability | A fresh checkout, missing optional asset, invalid AI key, or unavailable Forward+ renderer must not prevent a normal Compatibility/Web/headless boot. |
|
||||
| Performance | A busy venue should hold its budget at the target NPC cap on desktop and Web; the current 24-NPC check is a baseline, not a release guarantee. |
|
||||
| Documentation integrity | Every released version has a changelog entry, current status/roadmap, and architecture/ADR references that match the build. |
|
||||
|
||||
## 11. Risks and Technical Debt
|
||||
|
||||
@@ -207,8 +264,45 @@ Architecture decisions are recorded as ADRs:
|
||||
- Emergency response can overshadow the core game if it is too powerful or too frequent.
|
||||
- Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation.
|
||||
- The choice of engine may affect navigation, crowd scale, tooling, and content authoring.
|
||||
- Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes.
|
||||
- Godot 4.7.2 is the unified CI/local/project baseline; future engine bumps still require import, visual and export smoke checks before changing that baseline.
|
||||
- Content volume and authoring tools are still thin; adding venues/events by editing the factory can become error-prone without schema validation and preview tooling.
|
||||
- Save data currently covers settings and shift history, not mid-shift resume; adding saves/replays requires a versioned schema and migration policy.
|
||||
- The optional judge and image-generation paths depend on an external key, model availability and budget; CI cannot make them a release gate, and keys must never be committed.
|
||||
- Accessibility and localization coverage is partial; a public release needs subtitles/captions, colour-independent cues, remapping, text expansion tests and at least a documented localization workflow.
|
||||
- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public release.
|
||||
- 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.
|
||||
|
||||
## 12. Glossary
|
||||
## 12. Documentation Consolidation and Ownership
|
||||
|
||||
The documentation set is intentionally layered. Architecture-level material is consolidated here;
|
||||
specialized operational detail remains in focused pages so commands do not rot inside the
|
||||
architecture document.
|
||||
|
||||
| Document | Canonical role | Relationship to this architecture |
|
||||
| --- | --- | --- |
|
||||
| [`PLAN.md`](../PLAN.md) | Product/design intent, pillars, venues and success criteria | Design source; architecture realizes it |
|
||||
| [`docs/gameplay.md`](gameplay.md) | Playable loop, escalation, venue mechanics | Runtime/behavioral view |
|
||||
| [`docs/architecture.md`](architecture.md) | System boundaries, data flow, constraints, deployment, cross-cutting decisions, quality risks | Single architecture source |
|
||||
| [`docs/adr/`](adr/) | Immutable decision records with context and consequences | Decision history linked from §9 |
|
||||
| [`docs/asset-tooling.md`](asset-tooling.md) | Build/audit/capture commands and pipeline usage | Operational appendix to the pipeline section |
|
||||
| [`docs/blender-assets.md`](blender-assets.md) | Blender character/gear/prop contracts and attach points | Detailed asset contract appendix |
|
||||
| [`docs/getting-started.md`](getting-started.md) | Setup, commands, controls | Developer onboarding |
|
||||
| [`docs/RELEASING.md`](RELEASING.md) | Release checklist and CI/publishing steps | Deployment appendix to §7 |
|
||||
| [`docs/smoke-checklist.md`](smoke-checklist.md) | Manual verification script | QA appendix to §10 |
|
||||
| [`docs/development-status.md`](development-status.md) | Implemented features and current gaps | Status companion to the roadmap |
|
||||
| [`TODO.md`](../TODO.md) | Active tasks and 0.x roadmap | Planning source; no architecture duplication |
|
||||
| [`CHANGELOG.md`](../CHANGELOG.md) | User-facing release history | Release/version companion |
|
||||
|
||||
Consolidation decisions:
|
||||
|
||||
- **Architecture owns the "how"** (components, contracts, data flow, constraints, quality gates); **PLAN/gameplay own the "what"**; **ADRs own the "why"**. Links replace duplicated prose.
|
||||
- **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.
|
||||
- **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.
|
||||
- **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.
|
||||
- **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.
|
||||
|
||||
## 13. Glossary
|
||||
|
||||
- **Access artifact:** A wristband, ID, ticket, credential, or other item used to verify entry.
|
||||
- **Authorized person:** Someone permitted to enter under the current venue policy.
|
||||
|
||||
@@ -0,0 +1,361 @@
|
||||
# Asset Pipeline and Tooling
|
||||
|
||||
Everything the game renders is produced or gated by the scripts below. Architecture-level contracts,
|
||||
data flow and failure fallbacks are summarized in
|
||||
[`architecture.md`](architecture.md#content-and-asset-pipeline-architecture); this page is the
|
||||
operational reference. Development-only outputs (AI concept sheets, Blender sources, raw AI fabrics)
|
||||
are gitignored; the audited game assets are committed.
|
||||
|
||||
## Image Asset Tools
|
||||
|
||||
Install the Pillow dependency used by the existing texture generator and the asset tools:
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
```
|
||||
|
||||
Generate a role-sized image (generation requires `OPENROUTER_API_KEY`):
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py generate --prompt "weathered red brick" --role tile --output assets/textures/brick_extra.png
|
||||
```
|
||||
|
||||
Generated images are resized to the selected role profile. Non-square requests use
|
||||
the validated `openai/gpt-5-image-mini` source ratio and crop to the final role dimensions.
|
||||
Transparent glyphs can be recolored while preserving their alpha mask with
|
||||
`--foreground '#ffffff'`.
|
||||
|
||||
Crop uses the image center by default; `--x` and `--y` select an explicit crop origin. Resize defaults to aspect-preserving `contain`; use `--fit cover` to crop or `--fit stretch` to distort to the exact dimensions.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py crop assets/textures/source.png assets/textures/crop.png --width 256 --height 128
|
||||
python3 tools/asset_pipeline.py resize assets/textures/source.png assets/images/scenes/scene.png --width 1920 --height 1080 --fit cover
|
||||
python3 tools/asset_pipeline.py seamless assets/textures/rough_tile.png assets/textures/tile.png
|
||||
```
|
||||
|
||||
Audit accepts image files or directories. `--role auto` infers common roles from paths and filenames; explicit roles include `tile`, `texture`, `icon`, `card`, `banner`, `backdrop`, `background`, `overlay`, `app_icon`, and `screenshot`.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/scenes --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
|
||||
## Prop models
|
||||
|
||||
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
|
||||
is real 3D geometry generated by `tools/model_pipeline.py` and written to
|
||||
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
|
||||
`WorldBuilder` instantiates it with a procedural fallback when the model or its
|
||||
import is missing, so the world still builds on a fresh checkout.
|
||||
|
||||
```bash
|
||||
# Print the catalogue (parts, triangle count, whether a model/concept exists)
|
||||
python3 tools/model_pipeline.py list
|
||||
|
||||
# Rebuild the models (deterministic, offline) and validate them
|
||||
python3 tools/model_pipeline.py build
|
||||
python3 tools/model_pipeline.py audit
|
||||
|
||||
# Optional: an image model supplies the colour palette per prop
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/model_pipeline.py concept
|
||||
python3 tools/model_pipeline.py concept --only bench --force
|
||||
```
|
||||
|
||||
Each prop is a small list of boxes and cylinders, so `build` needs no network and
|
||||
the output is byte-identical between runs. `concept` asks an image model for a
|
||||
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
|
||||
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
|
||||
stone, green → foliage). glTF stores colours in linear space, so the tool converts
|
||||
the sRGB palettes before writing them. Re-run `build` and `godot --headless
|
||||
--path . --import` after changing a prop. See
|
||||
[ADR-0012](adr/0012-surface-materials-and-generated-props.md).
|
||||
|
||||
Surface materials share one definition in `src/game/materials.gd`: named
|
||||
roughness/metallic profiles per surface, plus the environment tune-up (ACES
|
||||
tonemapping, glow, fog, colour grading) that the phase lighting applies.
|
||||
|
||||
## NPC character model
|
||||
|
||||
NPCs are moving from the procedural capsule rig to a skinned, UV-mapped base
|
||||
character authored in Blender ([ADR-0013](adr/0013-blender-authored-npc-characters.md)).
|
||||
`tools/npc_pipeline.py` builds `assets/models/generated/npc_base.glb` plus the
|
||||
per-slot material maps. `NpcAvatar` instantiates that skinned model, tints its
|
||||
five material slots from the seed-driven outfit, and drives the bones from the
|
||||
existing animation code; the procedural rig remains the offline fallback (see
|
||||
[ADR-0013](adr/0013-blender-authored-npc-characters.md) and
|
||||
[`blender-assets.md`](blender-assets.md)).
|
||||
|
||||
```bash
|
||||
# Print the frozen contract (slots, bone names, triangle budget)
|
||||
python3 tools/npc_pipeline.py list
|
||||
|
||||
# Rebuild the skinned base mesh + neutral maps in Blender and validate it
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/npc_pipeline.py" -- build
|
||||
python3 tools/npc_pipeline.py audit
|
||||
|
||||
# Layer the AI clothing albedos (shirt/trousers) over the procedural weave, and
|
||||
# derive per-fabric outfit colours for the avatar palette
|
||||
python3 tools/npc_pipeline.py prepare
|
||||
python3 tools/npc_pipeline.py palette
|
||||
```
|
||||
|
||||
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
|
||||
which is gitignored) onto the 256² `cloth`/`pants` albedos; `build` bakes them into
|
||||
the `.glb` and regenerates the procedural normal + packed ORM maps at the same
|
||||
256² size. Runtime fabric materials repeat the weave 4× (`NPC_FABRIC_UV_SCALE`)
|
||||
and skip the per-character baked AO, which otherwise magnified into large
|
||||
blotches; skin, hair and fixed gear keep AO. `palette` writes
|
||||
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
|
||||
|
||||
## Blender asset library (loaded by the game)
|
||||
|
||||
`tools/blender_assets.py` models a larger library procedurally in Blender for the
|
||||
v0.6.0 integration: **8 skinned NPC characters** (casual, jacket, coat, hi-vis vest,
|
||||
dress, hoodie, firefighter, guard), each a drop-in for `npc_base.glb` (same bones,
|
||||
joint positions and tint slots); **18 gear pieces** authored at head/hand/back/chest
|
||||
attach points (caps, hood, helmet, backpack, SCBA tank, lanyard, phone, cup,
|
||||
clipboard, umbrella, camera, sign, flashlight, wand, radio, …); and **20 props**
|
||||
(octagonal bollard and bin, slatted bench, hydrant, news box, planters, street lamp,
|
||||
street and palm trees, A-frame sign, wall lantern, cone, crowd barrier, stanchion,
|
||||
handrail, podium, double door, marquee, sedan).
|
||||
|
||||
`NpcAvatar` selects a character by role/seed, tints the five contract slots, and
|
||||
attaches gear at the documented points; `WorldBuilder` loads the library props
|
||||
with colliders/avoidance and drives their emissive parts from the day/night
|
||||
cycle. The single `npc_base.glb` and primitive props remain offline fallbacks.
|
||||
Contract and integration notes: [`blender-assets.md`](blender-assets.md).
|
||||
|
||||
| Characters | Props |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- build
|
||||
flatpak run org.blender.Blender --background --python "$PWD/tools/blender_assets.py" -- render
|
||||
python3 tools/blender_assets.py sheet # docs/blender_previews/sheet_*.jpg
|
||||
python3 tools/blender_assets.py audit # no Blender needed
|
||||
godot --headless --path . --import
|
||||
```
|
||||
|
||||
## Confirmed game assets
|
||||
|
||||
Everything below is audited and shipped in the game; development-only outputs
|
||||
(AI concept sheets, Blender sources, raw AI fabrics) are gitignored.
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|
||||
- **Surface textures:** the v2 picks above (brick, sidewalk pavers, dry and wet asphalt, awning canvas) plus their normal maps, loaded by `src/game/materials.gd` and `WorldBuilder`; the three skyline panoramas are switched per shift phase. The first-generation tiles and `assets/textures/skyline.png` are no longer loaded.
|
||||
- **UI art:** `assets/textures/ai/game_ready/icons/` (flashlight, door lock, wand, REC) and `assets/textures/ai/game_ready/cards/` (ID, wristband, ticket, credential, guest list), loaded by `src/game/ui/hud.gd`.
|
||||
- **Generated models:** `assets/models/generated/*.glb` — bollard, bench, trash bin, planter, newspaper box, hydrant, and the NPC base — plus their colour atlases.
|
||||
- **NPC material maps:** `assets/textures/npc/*_{albedo,normal,orm}.png` and `palette.json`.
|
||||
|
||||
Audit them all:
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures/ai/game_ready
|
||||
python3 tools/model_pipeline.py audit
|
||||
python3 tools/npc_pipeline.py audit
|
||||
```
|
||||
|
||||
## Realism pass: scene concepts, skylines and textures
|
||||
|
||||
The skyline, surface tiles and phase lighting were rebuilt against AI concept frames. The
|
||||
concepts live in [`docs/screens/concepts/`](../docs/screens/concepts/README.md); the validated
|
||||
picks the game loads are in `assets/textures/ai/game_ready/v2/picks/` (day/dusk/night
|
||||
panoramas, brick, sidewalk pavers, dry and wet asphalt, awning canvas, each with a normal
|
||||
map).
|
||||
|
||||
`tools/scene_concepts.py` generates and processes new candidates, promotes the validated ones
|
||||
to stable names, audits them, and scores captures against the concepts. It never overwrites an
|
||||
image: new files get a `-vN` suffix, and `process` skips existing candidates unless `--new`.
|
||||
|
||||
```bash
|
||||
python3 tools/scene_concepts.py generate --group scene # or backdrop / texture, --variants N
|
||||
python3 tools/scene_concepts.py process && python3 tools/scene_concepts.py audit
|
||||
python3 tools/scene_concepts.py promote # validated picks -> v2/picks/
|
||||
godot --headless --path . --import
|
||||
|
||||
# A/B a candidate without touching game code: the same cameras, textures swapped at runtime.
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/after
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=res://docs/screens/realism/<run>/try \
|
||||
--swap=res://assets/textures/ai/game_ready/v2/picks/brick_facade.png=res://assets/textures/ai/game_ready/v2/brick_facade-v2.png
|
||||
|
||||
# Score before/after against the concepts (Pillow detail metrics + vision judge).
|
||||
python3 tools/scene_concepts.py realism --run docs/screens/realism/<run> --judge \
|
||||
--model google/gemini-2.5-flash --repeats 3
|
||||
```
|
||||
|
||||
Judges default to `--model auto`: `tools/openrouter_judge.py` reads the live
|
||||
OpenRouter catalogue, keeps image-input models that support `response_format`,
|
||||
and ranks them by advertised token/image price. The run falls through the list
|
||||
on provider/model errors and aborts on an invalid key. Use
|
||||
`GIG_LINE_JUDGE_MODEL` or `--model <id>` for a pinned comparison.
|
||||
|
||||
`capture_npc_review.gd` is the pre-build NPC gate: it stages all eight
|
||||
library character models at portrait, conversation and crowd distance on both
|
||||
promoted maps in day and night lighting, with the normal crowd hidden. It uses
|
||||
the review-only `NpcAvatar.character_override` to include the guard model, which
|
||||
has no spawned NPC role:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_npc_review.gd -- \
|
||||
--out=res://tmp/npc-review
|
||||
```
|
||||
|
||||
Contact sheets can be assembled from the files (the output is local QA and is
|
||||
not committed). The runtime applies small attach-space offsets to the lanyard
|
||||
and firefighter helmet so the badge clears the jacket and the brim does not sit
|
||||
over the eyes; these are `NpcAvatar.GEAR_OFFSETS`, not changes to the gear
|
||||
contract.
|
||||
|
||||
`tools/npc_proportions.py` checks the eight character GLBs against the shared
|
||||
height/head/shoulder/hip/torso/leg/arm/foot guide; the current results are in
|
||||
[`npc-proportion-audit.md`](npc-proportion-audit.md). It reads the exported GLBs
|
||||
and does not require Blender.
|
||||
|
||||
`capture_npc_baseline.gd` is the 0.9.4 neutral baseline: eight characters ×
|
||||
front/three-quarter/profile/back/full-body/crowd = 48 frames with a fixed
|
||||
camera, studio lighting and no venue/HUD/animation. The raw PNGs stay in
|
||||
`tmp/`; `tools/npc_baseline.py sheet` builds the committed contact sheet, and
|
||||
`tools/npc_baseline.py compare --before DIR --after DIR` builds the review
|
||||
comparison after a model change. See
|
||||
[`npc-visual-review.md`](npc-visual-review.md).
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
--out=res://tmp/npc-baseline
|
||||
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
|
||||
```
|
||||
|
||||
`capture_realism.gd` runs nine stages in this order: day, Hollywood surface close-ups,
|
||||
portrait, evening, late, Joke Shop day, Joke Shop surface close-ups, Joke Shop night,
|
||||
studio; `--stages=day,late` limits it while tuning; `--flashlight` turns on the guard
|
||||
lamp for night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one
|
||||
NPC on open sidewalk and frames the face, which is the only capture that can judge
|
||||
avatar detail (`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run
|
||||
the surface stages directly; the HUD is hidden for them:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_realism.gd \
|
||||
-- --out=res://tmp/surfaces --stages=surfaces,surfaces_joke
|
||||
```
|
||||
|
||||
The generated realism runs under
|
||||
`docs/screens/realism/` are **local, gitignored QA artifacts**; commit only the
|
||||
resulting decisions/docs, not the run folders. The 0.9.5 texture/UI audit checked actual screen sizes: all screen art is
|
||||
1280×720, access cards are 256×128 and HUD icons are 64×64; no runtime texture
|
||||
was oversized or unused. The 24-NPC smoke now reports 168 meshes / 131,616
|
||||
triangles / 6.94 ms. Compressed payloads are 24.55 MB of surface picks, 22.67 MB
|
||||
of screen art and 0.48 MB of NPC maps.
|
||||
|
||||
The 0.9.5 realism judge ran once per shot with `z-ai/glm-5.3-flash`
|
||||
(`python3 tools/scene_concepts.py realism --run docs/screens/realism/2026-11-02-tex
|
||||
--judge`). Its mean `after` scores were overall 1.8, lighting 2.3, materials 1.8,
|
||||
texture detail 1.2, backdrop 2.0 and characters 1.2; the Pillow metric gap was
|
||||
0.306. The judge still ranks the painted concept targets above the stylized build,
|
||||
particularly lit night facades and dense backdrop detail. That is expected: the
|
||||
pass validated close-range surfaces and promoted the texture repairs, not a
|
||||
photoreal renderer. The 0.9.5 before/after close-up sheet is
|
||||
[`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg);
|
||||
the texture-adoption run itself was the earlier 0.8-style candidate comparison,
|
||||
and its report remains local/gitignored.
|
||||
|
||||
For the 0.9.6 integration checkpoint the same judge was pinned to
|
||||
`z-ai/glm-5.3-flash` and run once per shot on the 10-shot set: mean overall 2.1,
|
||||
lighting 2.4, materials 2.1, texture 1.7, backdrop 2.3, characters 1.8, Pillow
|
||||
gap 0.291. No `review` verdicts were produced by the screen judge, so there was
|
||||
no manual layout verdict to convert into a fix; the remaining realism comments
|
||||
are the accepted stylized gaps.
|
||||
|
||||
Build release artifacts from a clean checkout or detached worktree. A normal
|
||||
working tree may contain ignored `tmp/` captures and old `build/` artifacts, and
|
||||
Godot can pack enough of those into exports to inflate a 0.9.6 package from
|
||||
~160 MB to 1.6–3.1 GB. The 0.9.6 clean worktree produced 161.5 MB Linux,
|
||||
197.1 MB Windows, 148.0 MB macOS, 97.8 MB Web and 241.5 MB Desktop HQ.
|
||||
|
||||
The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
|
||||
preset. The gear-fit run checked the sunglasses, bag and helmet against measured
|
||||
head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
|
||||
portrait yaw and hid the focus overlay so the close-up shows the avatar.
|
||||
|
||||
Regenerate a run locally with the capture and `realism --run ...` commands above;
|
||||
the reports and sheets are intentionally not part of the release repository.
|
||||
|
||||
## Screen design references
|
||||
|
||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
||||
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
|
||||
`architecture.md`) into runtime reference art under `assets/images/ui/` (with a
|
||||
reference-only snapshot in `docs/screens/designs/`), then uses those images as
|
||||
the expected state to check the game's captures.
|
||||
|
||||
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
|
||||
(an in-game panel overlaid on a softened scene), and the generator appends a
|
||||
shared art-direction suffix so the frames read as one coherent game. Requests use
|
||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
||||
|
||||
```bash
|
||||
# Export the built-in scenarios to editor-authorable .tres resources
|
||||
godot --headless --path . --script res://tools/export_venues.gd
|
||||
|
||||
# List the catalogue (name, kind, whether a reference design exists)
|
||||
python3 tools/screen_designs.py list
|
||||
|
||||
# Deterministic wireframes (offline, no API key); existing designs are kept
|
||||
# unless --force is passed, so an offline run never replaces an AI mockup
|
||||
python3 tools/screen_designs.py generate --draft
|
||||
python3 tools/screen_designs.py generate --draft --only wand --force
|
||||
|
||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
||||
# (requires OPENROUTER_API_KEY)
|
||||
python3 tools/screen_designs.py generate
|
||||
|
||||
# UI-state gallery (menu, pause, settings, review, radio, wheel, crowd, responder)
|
||||
godot --path . --script res://src/test/capture_ui_states.gd -- --out=res://docs/screenshots
|
||||
|
||||
# Prop gallery (studio line-up) for close-range prop checks
|
||||
godot --path . --script res://src/test/capture_prop_gallery.gd
|
||||
|
||||
# Compare docs/screenshots/*.png against the designs
|
||||
python3 tools/screen_designs.py compare
|
||||
python3 tools/screen_designs.py compare --json
|
||||
|
||||
# Ask a vision model whether each capture realises its design's screen and layout
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/screen_designs.py judge
|
||||
python3 tools/screen_designs.py judge --model openai/gpt-4o-mini --json
|
||||
python3 tools/screen_designs.py judge --only 03- # one capture
|
||||
python3 tools/screen_designs.py judge --dry-run # build requests, no network
|
||||
```
|
||||
|
||||
The catalogue covers 21 screens: the thirteen scene captures plus the start menu,
|
||||
pause overlay, settings, shift review, radial menu, emergency radio, crowd panic,
|
||||
and responder arrival. All 21 have an AI reference in `assets/images/ui/`
|
||||
(snapshot in `docs/screens/designs/`) and a committed capture, so every entry is
|
||||
compared or judged against the running game.
|
||||
|
||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
||||
composition is *right*.
|
||||
|
||||
`judge` covers that gap: it sends each capture together with its concept mockup to
|
||||
a vision model and asks whether the capture realises the same screen and layout
|
||||
intent. Art style, fidelity, fonts, and placeholder text are explicitly ignored.
|
||||
Verdicts are classed as `match`, `review` (a mismatch below `--fail-confidence`,
|
||||
default 0.6 — expected when a concept mockup is more stylised than the game), or
|
||||
`diff` (a confident mismatch, which exits non-zero). Regenerate the designs after changing screen layout, then re-run
|
||||
`compare` after regenerating the game screenshots with
|
||||
`src/test/capture_screenshots.gd` and `src/test/capture_ui_states.gd`.
|
||||
|
||||
For a one-command drift check, run `tools/check_screenshots.sh`. It renders the
|
||||
scene captures, UI-state captures and prop gallery into `docs/screenshots/` (using
|
||||
`xvfb-run` when no display is available) and then runs `screen_designs.py compare`.
|
||||
@@ -1,9 +1,14 @@
|
||||
# Blender asset library
|
||||
|
||||
Architecture context: the asset contracts and fallback path are summarized in
|
||||
[`architecture.md`](architecture.md#content-and-asset-pipeline-architecture).
|
||||
|
||||
Status: built, audited, and integrated (2026-11-01). `NpcAvatar` selects the
|
||||
character variants and attaches the gear; `WorldBuilder` loads the prop library
|
||||
with colliders and phase-driven emissives. See the Phase 3.5 integration in
|
||||
[`plan-graphics-v0.6.md`](plan-graphics-v0.6.md).
|
||||
with colliders and phase-driven emissives. The 0.9.4 neutral baseline and its
|
||||
acceptance criteria are in [`npc-visual-review.md`](npc-visual-review.md);
|
||||
the committed 8 × 6 contact sheet is
|
||||
[`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
|
||||
|
||||
Generator: [`tools/blender_assets.py`](../tools/blender_assets.py). Manifest (the
|
||||
source of truth for integration):
|
||||
@@ -41,6 +46,7 @@ flatpak run org.blender.Blender --background \
|
||||
--python "$PWD/tools/blender_assets.py" -- render
|
||||
python3 tools/blender_assets.py sheet # -> docs/blender_previews/sheet_<category>.jpg
|
||||
python3 tools/blender_assets.py audit # stdlib only; exit 1 on any issue
|
||||
python3 tools/blender_assets.py fit # head/clothing fit + bag-body clearance, per character
|
||||
python3 tools/blender_assets.py list
|
||||
godot --headless --path . --import # after any rebuild
|
||||
```
|
||||
@@ -84,18 +90,26 @@ All eight use the `npc_base` contract, so each one can replace
|
||||
`test_character_joints_line_up_with_npc_base` checks this within 1 cm, so the
|
||||
animation proxies in `_build_skinned_body()` stay valid.
|
||||
- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
|
||||
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so
|
||||
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
|
||||
- budget ≤ 6000 triangles and ≤ 4000 vertices (glTF vertex count, after seam
|
||||
splits). The current range is 3,788–4,640 triangles and 3,200–3,960
|
||||
vertices.
|
||||
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps at 256², so
|
||||
`Materials.npc_slot()` tints them the same way it tints `npc_base`. Cloth and
|
||||
pants repeat the weave 4× (`NPC_FABRIC_UV_SCALE`) and intentionally skip the
|
||||
per-character baked AO; skin, hair and fixed gear keep it.
|
||||
- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
|
||||
variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
|
||||
`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
|
||||
`npc_base` fallback keeps its original 6,000/4,000 contract. The current range
|
||||
is 4,482–5,474 triangles and 4,260–5,494 vertices, leaving room for the
|
||||
remaining grip and clothing detail.
|
||||
|
||||
Construction: the torso and limbs are one continuous Skin-modifier mesh,
|
||||
subdivided twice, decimated to 36 % with X symmetry, and cut at the waist, cuffs,
|
||||
sleeves and neck so the material borders are clean edge loops. The head,
|
||||
face (nose, ears, eyes, brows, mouth), hair, hands, shoes and clothing layers are
|
||||
separate parts. Weights come from distance to the bone segments, limited by body
|
||||
region. Parts that should stay rigid (head, hands, shoes) get a single bone.
|
||||
subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
|
||||
sleeves and neck so the material borders are clean edge loops. The head is a
|
||||
separate part carrying the face detail: brow ridge, sclera/iris/upper-lid per eye,
|
||||
cheekbones, a nose with a bridge and tip, ears with lobes, and upper and lower
|
||||
lips. Hands have four fingers plus a thumb; sleeves end in a cuff ring.
|
||||
Hair, shoes and clothing layers are separate parts. Weights come from distance to
|
||||
the bone segments, limited by body region. Parts that should stay rigid (head,
|
||||
hands, shoes) get a single bone.
|
||||
|
||||
| Character | `layer_for()` / look | Suggested roles | Preview gear |
|
||||
| --- | --- | --- | --- |
|
||||
@@ -134,6 +148,10 @@ attach point:
|
||||
|
||||
The character previews in `sheet_npc.jpg` are built by importing the gear at
|
||||
exactly these points, which gives a quick visual check of the convention.
|
||||
`NpcAvatar.GEAR_OFFSETS` applies two final-context nudges after attachment:
|
||||
the lanyard moves 4 cm forward so its badge clears the jacket, and the
|
||||
firefighter helmet moves 3 cm up so its brim sits above the eyes. The
|
||||
`fit` report remains an asset-space measurement of the untouched GLBs.
|
||||
|
||||
## Props
|
||||
|
||||
@@ -154,16 +172,16 @@ exactly these points, which gives a quick visual check of the convention.
|
||||
| `marquee` | the procedural marquee | 6 m canopy and sign box; emissive `bulb` + `sign_face`. Overlay the text with the existing `Label3D` |
|
||||
| `sedan` | new (studio arrival) | 4.6 m; emissive `headlight`, red tail lamps |
|
||||
|
||||
Props use plain PBR factors (base colour, roughness, metallic, emission) and
|
||||
have no textures. They are not yet AO-baked; that is still a Phase 4 task.
|
||||
Emissive materials are always on in the GLB. The integration should tie them to
|
||||
`WorldBuilder.set_night_mode()`.
|
||||
Props use plain PBR factors (base colour, roughness, metallic, emission) plus
|
||||
the committed 256² baked AO maps (`<name>_ao.png`) wired by `WorldBuilder`;
|
||||
emissive materials are tied to `WorldBuilder.set_night_mode()`. Characters
|
||||
carry baked AO and the shared neutral material maps described above.
|
||||
|
||||
## Checks
|
||||
|
||||
- `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/
|
||||
`TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them
|
||||
during LOD generation), budgets (characters 6000/4000, gear 1500, props 4000
|
||||
during LOD generation), budgets (library characters 8000/8000, base fallback 6000/4000, gear 1500, props 4000
|
||||
triangles), grounding, and an editable `.blend`. For characters it also
|
||||
checks skinning, bones, slots, the `npc_base` mesh node and the height.
|
||||
- `tools/test_blender_assets.py`: catalogue and contract consistency with
|
||||
@@ -176,7 +194,8 @@ Emissive materials are always on in the GLB. The integration should tie them to
|
||||
|
||||
## Known limitations
|
||||
|
||||
- The characters have no baked AO or ORM texture of their own. They reuse the
|
||||
- Characters carry a baked `<name>_ao.png` (red channel, wired by
|
||||
`_apply_outfit_materials()`), but no ORM texture of their own. They reuse the
|
||||
tiling slot maps, so the runtime `SurfaceMaterials` recipes still supply
|
||||
roughness.
|
||||
- There is a single body topology per build (average, slim, broad) and no
|
||||
@@ -185,3 +204,8 @@ Emissive materials are always on in the GLB. The integration should tie them to
|
||||
the legs through the hem.
|
||||
- Preview colours (`PREVIEW_TINTS`) only stand in for `outfit_for()`. The GLBs
|
||||
stay neutral.
|
||||
- The 0.9.4 baseline found three P1 portrait issues. The tourist's photo prop
|
||||
now only appears in photo/film poses and the backpack straps were refit as
|
||||
flattened chest bands; the face is still shallow/faceted at portrait range.
|
||||
The full ranked list, measurements and before/after sheet are in
|
||||
[`npc-visual-review.md`](npc-visual-review.md).
|
||||
@@ -0,0 +1,69 @@
|
||||
# Blender Previews
|
||||
|
||||
Committed contact sheets and local Blender renders for the character, gear and prop library. Individual PNGs are development previews and are gitignored; the sheets are tracked.
|
||||
|
||||
## Image previews
|
||||
|
||||
| Preview | File |
|
||||
| --- | --- |
|
||||
| <img src="a_frame_sign.png" width="280" alt="a_frame_sign.png"> | [`a_frame_sign.png`](a_frame_sign.png) |
|
||||
| <img src="backpack.png" width="280" alt="backpack.png"> | [`backpack.png`](backpack.png) |
|
||||
| <img src="beanie.png" width="280" alt="beanie.png"> | [`beanie.png`](beanie.png) |
|
||||
| <img src="bench.png" width="280" alt="bench.png"> | [`bench.png`](bench.png) |
|
||||
| <img src="bollard.png" width="280" alt="bollard.png"> | [`bollard.png`](bollard.png) |
|
||||
| <img src="camera.png" width="280" alt="camera.png"> | [`camera.png`](camera.png) |
|
||||
| <img src="cap.png" width="280" alt="cap.png"> | [`cap.png`](cap.png) |
|
||||
| <img src="clipboard.png" width="280" alt="clipboard.png"> | [`clipboard.png`](clipboard.png) |
|
||||
| <img src="crowd_barrier.png" width="280" alt="crowd_barrier.png"> | [`crowd_barrier.png`](crowd_barrier.png) |
|
||||
| <img src="cup.png" width="280" alt="cup.png"> | [`cup.png`](cup.png) |
|
||||
| <img src="double_door.png" width="280" alt="double_door.png"> | [`double_door.png`](double_door.png) |
|
||||
| <img src="fire_hydrant.png" width="280" alt="fire_hydrant.png"> | [`fire_hydrant.png`](fire_hydrant.png) |
|
||||
| <img src="firefighter_helmet.png" width="280" alt="firefighter_helmet.png"> | [`firefighter_helmet.png`](firefighter_helmet.png) |
|
||||
| <img src="flashlight.png" width="280" alt="flashlight.png"> | [`flashlight.png`](flashlight.png) |
|
||||
| <img src="handrail.png" width="280" alt="handrail.png"> | [`handrail.png`](handrail.png) |
|
||||
| <img src="hood.png" width="280" alt="hood.png"> | [`hood.png`](hood.png) |
|
||||
| <img src="lanyard.png" width="280" alt="lanyard.png"> | [`lanyard.png`](lanyard.png) |
|
||||
| <img src="marquee.png" width="280" alt="marquee.png"> | [`marquee.png`](marquee.png) |
|
||||
| <img src="newspaper_box.png" width="280" alt="newspaper_box.png"> | [`newspaper_box.png`](newspaper_box.png) |
|
||||
| <img src="npc_casual.png" width="280" alt="npc_casual.png"> | [`npc_casual.png`](npc_casual.png) |
|
||||
| <img src="npc_coat.png" width="280" alt="npc_coat.png"> | [`npc_coat.png`](npc_coat.png) |
|
||||
| <img src="npc_dress.png" width="280" alt="npc_dress.png"> | [`npc_dress.png`](npc_dress.png) |
|
||||
| <img src="npc_firefighter.png" width="280" alt="npc_firefighter.png"> | [`npc_firefighter.png`](npc_firefighter.png) |
|
||||
| <img src="npc_guard.png" width="280" alt="npc_guard.png"> | [`npc_guard.png`](npc_guard.png) |
|
||||
| <img src="npc_hoodie.png" width="280" alt="npc_hoodie.png"> | [`npc_hoodie.png`](npc_hoodie.png) |
|
||||
| <img src="npc_jacket.png" width="280" alt="npc_jacket.png"> | [`npc_jacket.png`](npc_jacket.png) |
|
||||
| <img src="npc_vest.png" width="280" alt="npc_vest.png"> | [`npc_vest.png`](npc_vest.png) |
|
||||
| <img src="palm_tree.png" width="280" alt="palm_tree.png"> | [`palm_tree.png`](palm_tree.png) |
|
||||
| <img src="phone.png" width="280" alt="phone.png"> | [`phone.png`](phone.png) |
|
||||
| <img src="planter_box.png" width="280" alt="planter_box.png"> | [`planter_box.png`](planter_box.png) |
|
||||
| <img src="protest_sign.png" width="280" alt="protest_sign.png"> | [`protest_sign.png`](protest_sign.png) |
|
||||
| <img src="radio.png" width="280" alt="radio.png"> | [`radio.png`](radio.png) |
|
||||
| <img src="round_planter.png" width="280" alt="round_planter.png"> | [`round_planter.png`](round_planter.png) |
|
||||
| <img src="scba_tank.png" width="280" alt="scba_tank.png"> | [`scba_tank.png`](scba_tank.png) |
|
||||
| <img src="security_podium.png" width="280" alt="security_podium.png"> | [`security_podium.png`](security_podium.png) |
|
||||
| <img src="sedan.png" width="280" alt="sedan.png"> | [`sedan.png`](sedan.png) |
|
||||
| <img src="sheet_npc.jpg" width="280" alt="sheet_npc.jpg"> | [`sheet_npc.jpg`](sheet_npc.jpg) |
|
||||
| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-torso.jpg" width="280" alt="sheet_npc_baseline_compare-torso.jpg"> | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-face-detail.jpg" width="280" alt="sheet_npc_baseline_compare-face-detail.jpg"> | [`sheet_npc_baseline_compare-face-detail.jpg`](sheet_npc_baseline_compare-face-detail.jpg) |
|
||||
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
|
||||
| <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-tex256.jpg" width="280" alt="sheet_npc_baseline_compare-tex256.jpg"> | [`sheet_npc_baseline_compare-tex256.jpg`](sheet_npc_baseline_compare-tex256.jpg) |
|
||||
| <img src="sheet_npc_baseline_compare-texuv.jpg" width="280" alt="sheet_npc_baseline_compare-texuv.jpg"> | [`sheet_npc_baseline_compare-texuv.jpg`](sheet_npc_baseline_compare-texuv.jpg) |
|
||||
| <img src="sheet_texture_refinement_0.9.5.jpg" width="280" alt="sheet_texture_refinement_0.9.5.jpg"> | [`sheet_texture_refinement_0.9.5.jpg`](sheet_texture_refinement_0.9.5.jpg) |
|
||||
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
|
||||
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
|
||||
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
|
||||
| <img src="stanchion.png" width="280" alt="stanchion.png"> | [`stanchion.png`](stanchion.png) |
|
||||
| <img src="street_lamp.png" width="280" alt="street_lamp.png"> | [`street_lamp.png`](street_lamp.png) |
|
||||
| <img src="street_tree.png" width="280" alt="street_tree.png"> | [`street_tree.png`](street_tree.png) |
|
||||
| <img src="sunglasses.png" width="280" alt="sunglasses.png"> | [`sunglasses.png`](sunglasses.png) |
|
||||
| <img src="traffic_cone.png" width="280" alt="traffic_cone.png"> | [`traffic_cone.png`](traffic_cone.png) |
|
||||
| <img src="trash_bin.png" width="280" alt="trash_bin.png"> | [`trash_bin.png`](trash_bin.png) |
|
||||
| <img src="umbrella.png" width="280" alt="umbrella.png"> | [`umbrella.png`](umbrella.png) |
|
||||
| <img src="wall_lantern.png" width="280" alt="wall_lantern.png"> | [`wall_lantern.png`](wall_lantern.png) |
|
||||
| <img src="wand.png" width="280" alt="wand.png"> | [`wand.png`](wand.png) |
|
||||
|
After Width: | Height: | Size: 268 KiB |
|
After Width: | Height: | Size: 298 KiB |
|
After Width: | Height: | Size: 297 KiB |
|
After Width: | Height: | Size: 297 KiB |
|
After Width: | Height: | Size: 298 KiB |
|
After Width: | Height: | Size: 296 KiB |
|
After Width: | Height: | Size: 297 KiB |
|
After Width: | Height: | Size: 296 KiB |
|
After Width: | Height: | Size: 297 KiB |
|
After Width: | Height: | Size: 352 KiB |
|
After Width: | Height: | Size: 350 KiB |
|
After Width: | Height: | Size: 482 KiB |
@@ -0,0 +1,83 @@
|
||||
# Development Status
|
||||
|
||||
Implemented so far:
|
||||
|
||||
- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
|
||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
||||
- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **263 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
|
||||
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
|
||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
|
||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus circle / name tag
|
||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
||||
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
|
||||
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
|
||||
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
|
||||
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
|
||||
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
|
||||
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
|
||||
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
|
||||
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
|
||||
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
|
||||
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
|
||||
- Editor-ready venues: `tools/export_venues.gd` writes `content/venues/<id>.tres` from `ScenarioFactory`, and the `.tres` files load back with events, profiles, policy, phases, door lines, and locations intact (the factory stays the source of truth)
|
||||
- Localization safety: `Strings.fmt` validates the placeholder count before formatting and fails safe (warns, returns the template) instead of raising an engine error, `Strings.placeholder_count` ignores `%%`, and `Strings.validate()` lints the table for trailing `%`, unsupported conversions, and mixed positional/sequential placeholders
|
||||
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
|
||||
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
|
||||
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
|
||||
- Rendering pass (v0.3.0 work, [ADR-0012](adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
|
||||
- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
|
||||
- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
|
||||
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
|
||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
||||
- Environment pass (v0.6.0): 1024² brick/concrete/asphalt with derived tangent normal maps, 256² baked AO maps for every Blender character/gear/prop, and library props whose bulbs/LEDs/sign faces follow the day/night phase
|
||||
- NPC characters + library (v0.6.0): `NpcAvatar` loads one of 8 Blender-authored skinned variants (role/seed selected) with five tintable material slots, `Rig/Head` focus anchor, and attach-point gear; `npc_base.glb` and the procedural rig remain fallbacks. `tools/blender_assets.py` builds/audits the character, gear, and 20-prop library; `WorldBuilder` loads the replacements and new street dressing (lamp, trees, palms, planters, barriers, podium, doors, marquee, sedan, handrail) with colliders, navigation obstacles, and phase-driven emissives
|
||||
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
||||
|
||||
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
|
||||
- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
|
||||
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
|
||||
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
|
||||
- Integration checkpoint (0.9.6 work): the clean worktree at `f5b8ef2` rebuilt all five release packages and the Desktop HQ zip without ignored `tmp/`/`build/` content (Linux 161.5 MB, Windows 197.1 MB, macOS 148.0 MB, Web 97.8 MB, HQ 241.5 MB). The Web zip contains `index.html`, `index.wasm` and `index.pck`; the HQ zip contains `override.cfg` and launches headless with the Forward+ override. Current verification: Godot 263/263, Python 101/101, 14 smokes green, 24-NPC budget 6.90 ms / 168 meshes / 131,616 triangles, gallery 21 good / 0 bad, screen judge 21/21 match with 0 review/diff, and a pinned realism judge (`z-ai/glm-5.3-flash`, one pass per shot) at mean overall 2.1 and Pillow gap 0.291. No new gameplay or content changes.
|
||||
- Release v0.9.5 (2026-11-02): the tagged commit `4bc6390` passed Gitea Actions run 922 (checks + full build) and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.5>.
|
||||
- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
|
||||
- Environment texture pass (0.9.5 work): `capture_realism.gd` now has hidden-HUD `surfaces`/`surfaces_joke` close-up stages. The Walk of Fame band uses the paver texture as dark terrazzo, the neighbour awning keeps its cream stripe, and the skyline shader blends its lower 42 m toward a per-phase haze colour. Brick, asphalt, limestone and paver UV scales/profiles passed without replacement.
|
||||
- Texture/prop audit (0.9.5 work): all 21 screen-art textures are 1280×720 and referenced; access cards are 256×128 and HUD icons 64×64. No oversized or unused runtime texture was found; the legacy root textures remain only as the texture-generator/asset-test fallback. The 24-NPC smoke now reports 168 meshes, 131,616 triangles and 6.94 ms (50 ms budget); compressed payload is 24.55 MB of surface picks, 22.67 MB of screen art and 0.48 MB of NPC maps.
|
||||
- NPC texture pass (0.9.5 work): the NPC base and all eight library characters now use 256² albedo/normal/ORM maps instead of 128². Cloth and pants use `NPC_FABRIC_UV_SCALE` (4× weave) and skip the baked per-character AO, removing the large blotchy patches in portraits; skin, hair and gear keep baked AO. The base and eight GLBs plus AO maps were rebuilt; the 24-NPC smoke remains green.
|
||||
- Texture visual verification (0.9.5 work): the nine-stage realism run used `z-ai/glm-5.3-flash` once per shot; mean `after` scores were overall 1.8, lighting 2.3, materials 1.8, texture detail 1.2, backdrop 2.0 and characters 1.2, with a Pillow metric gap of 0.306. The judge remains an optional review aid, not a CI gate. The committed before/after close-up sheet is [`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg); it records that the paver/Walk of Fame and NPC fabric repairs are visible, while asphalt, limestone and skyline picks held without a replacement. `tools/check_screenshots.sh` passed 21 good / 0 bad and the screen-design judge passed 21/21 match with 0 review.
|
||||
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
|
||||
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
|
||||
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
|
||||
- NPC footwear pass (0.9.4 work): casual shoes gained rounded toe and heel caps; responder/firefighter boots gained matching toe/heel volumes while retaining the black rubber boot language. All eight rebuilt; comparison `sheet_npc_baseline_compare-shoes.jpg`.
|
||||
- NPC hand-item grip (0.9.4 work): runtime `HAND_ITEM_FORWARD` moves every hand gear 4 cm forward from the wrist proxy, so phone, cup, clipboard, camera, flashlight, wand and radio sit in the open palm instead of partly inside it. The open-hand/no-finger-rig limit is accepted for this stylized release; the comparison is `sheet_npc_hands_grip_compare.jpg`.
|
||||
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; the forward offset is in and the open-palm limit is accepted.
|
||||
- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
|
||||
- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the remaining face/hand work was closed under the 0.9.4 acceptance limits.
|
||||
- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
|
||||
- UI-state capture pass (0.9.3 work): `src/test/capture_ui_states.gd` adds committed captures 14–21 for the start menu, pause, settings, shift review, emergency radio, action wheel, crowd panic and responder arrival. Every one of the 21 catalogue entries now has a current-build capture; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge reports 21/21 match, 0 diff. Crowd panic and responder arrival are staged presentation frames, not gameplay changes.
|
||||
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
|
||||
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
|
||||
- Production-quality pass (v0.9.0): mixer/accessibility settings, audio volume clamping, 24-NPC budget smoke, shortened coat/dress stride, and a unified Godot 4.7.2 CI/local support baseline with documented upgrade/rollback requirements.
|
||||
- Campaign and first-hour pass (v0.8.0): campaign progression, checkpoint resume, difficulty presets, a searchable Help overlay, recovery events, contextual dialogue, policy/debrief lines and tutorial/replay/skip. Scripted QA bypasses the tutorial unless `--tutorial` is passed.
|
||||
- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
|
||||
- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
|
||||
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
|
||||
- Hollywood landmark map (map optimization): the default venue is now a stylized reconstruction of 6840 Hollywood Blvd (the 1921 Masonic Temple / El Capitan Entertainment Centre) with a six-column Ionic portico, eight stone steps, Masonic parapet motto and medallions, three red event banners, central and side entrances, the El Capitan Theatre and east retail neighbours, the Ovation Hollywood arcade opposite, the Walk of Fame terrazzo and a four-lane boulevard with red kerb paint. The facade uses the shared limestone/stone material; the whole venue measures **58,884 triangles across 409 meshes** in the map-budget test. The venue menu exposes separate **Day** and **Night** Hollywood rows; the night row resolves to the same scenario with a late-phase offset, so its whole shift stays after dark. Real-site references and the geometry mapping are in [`hollywood-boulevard-map.md`](hollywood-boulevard-map.md).
|
||||
- Day/night scenery variants (map optimization): the Hollywood row in the venue menu is split into Day and Night entries, with localized names/blurbs. The night entry uses `ShiftCoordinator.phase_offset_s` to start a full-length shift in `LATE` while the clock still starts at 00:00; the scheduler reads the offset time so late-night routine traffic and the late violent-threat event still fire, and the offset round-trips through checkpoints. Three `LATE` routine events keep the night street populated. Local lights were retuned from constant falloff to linear attenuation so sconces pool instead of flooding the stone.
|
||||
- Joke Shop / Sunset Strip map (map optimization): the second venue is now a stylized reconstruction of The Comedy Store block at 8433 Sunset Blvd, with a 27 m black hall, signature-covered sloping canopy, circular **THE JOKE SHOP** blade sign, red velvet curtain bays, a west-end entrance, cream and white low-rise neighbours, a dry hillside with stucco houses and palms behind the roofline, and a low retail/billboard frontage across Sunset. The same geometry serves day and late lighting through the phase system. Real-site references and limits are in [`joke-shop-map.md`](joke-shop-map.md); the map measures **22,680 triangles across 454 meshes** in the budget test.
|
||||
- Venue geometry (v0.7.0, Joke Shop frontage superseded by the map-optimization pass): the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
|
||||
- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
|
||||
- End-to-end interaction pass (0.9.3 work): `smoke_ui_flows.gd` drives inspection allow/deny, normal vs emergency radio, Help filtering, wand allow/deny and review return-to-menu in the real scene; campaign and timeline smokes cover review continue and timeline round-trips.
|
||||
- Destructive-action pass (0.9.3 work): reset campaign and tutorial replay share a guarded confirmation dialog (one open instance, one emission, Cancel is inert); emergency send remains hold-to-confirm with no post-submit double-fire. Covered by session/radio tests and recorded in `docs/ui-copy.md`.
|
||||
- Font/layout pass (0.9.3 work): HUD font scale was exercised at 0.75× and 1.75×; the target chip measures and caps scaled names, top labels clip, and shared action buttons ellipsize long 1.5–2× labels instead of overflowing. Covered by accessibility/button tests and recorded in `docs/ui-copy.md`.
|
||||
- Modal-close pass (0.9.3 work): one top-modal close path handles Esc/right-click for every overlay, Settings opened from the menu restores the menu, Help no longer opens Pause behind it, and pointer/guard freeze state is recaptured after each close. The session smoke covers these paths.
|
||||
- Keyboard/gamepad focus pass (0.9.3 work): `UiFocus` rings wrap through visible/enabled controls, hidden Continue and disabled timeline actions are skipped, each modal has a default focus, and A/B are bound to `ui_accept`/`ui_cancel` for pad-only navigation. Recorded in `docs/ui-copy.md`.
|
||||
- Button-state pass (0.9.3 work): a shared `UiStyles` helper now gives every action button explicit normal, hover, pressed, focus and disabled styles; the timeline disables Previous/Next at its boundaries, while hidden continue states and the keyboard-only tutorial skip remain intentional. Recorded in `docs/ui-copy.md`.
|
||||
- Dialogue pass (0.9.3 work): NPC reason answers now use the authored `reason` context, with an in-character answer for every shared archetype; Hollywood and Studio gained door-staff lines; radio cancellation, tutorial Ask terminology, help, start hints and campaign reset copy were clarified. Audit recorded in `docs/ui-copy.md`.
|
||||
- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.94 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
|
||||
|
||||
Current gaps for the 0.x release line: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, and signed/notarized release packaging. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
|
||||
@@ -0,0 +1,70 @@
|
||||
# Gameplay
|
||||
|
||||
The complete design rationale also lives in [`PLAN.md`](../PLAN.md); this page keeps the playable mechanics close to the README.
|
||||
|
||||
## Game Overview
|
||||
|
||||
A typical shift lasts 10–15 minutes. The first-person camera stays at the gameplay height of 1.7 m; the concept frames use a lower ~1.55 m reference camera, but gameplay readability and body-camera framing take priority. The player:
|
||||
|
||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
||||
2. Determines why each person is approaching.
|
||||
3. Uses simple gestures or polite directions first.
|
||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
||||
6. Records the incident through body-camera and radio systems.
|
||||
7. Finishes the shift with a performance review based on safety, judgment, and professionalism.
|
||||
|
||||
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
|
||||
|
||||
The first shift starts with an in-game tutorial covering movement/look, focus cycling, the action wheel, access inspection, polite direction, formal warning/body camera, radio and shift review. Its beat sheet is in [`tutorial.md`](tutorial.md). After that a short campaign runs Hollywood → Joke Shop → TV Studio; progress, difficulty and a pause-safe checkpoint are persisted locally. Help (from the venue menu) explains the controls and the current venue policy.
|
||||
|
||||
## Venues
|
||||
|
||||
### El Capitan Entertainment Centre (6840 Hollywood Blvd)
|
||||
|
||||
The map is a stylized reconstruction of the real building and block; the
|
||||
reference notes and geometry mapping are in
|
||||
[`hollywood-boulevard-map.md`](hollywood-boulevard-map.md). The venue menu
|
||||
offers the same map as **Hollywood Boulevard — Day** and **Hollywood Boulevard
|
||||
— Night**; the night variant starts directly in the late phase instead of
|
||||
waiting for the shift clock.
|
||||
|
||||
The original scenario places the guard at the top of the eight stone steps outside the historic Masonic Temple / El Capitan Entertainment Centre on Hollywood Boulevard. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
|
||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
||||
|
||||
### The Joke Shop
|
||||
|
||||
The Joke Shop is a Sunset Strip comedy club inspired by the real Comedy Store at 8433 Sunset Blvd: a black hall under a deep signature-covered canopy, a circular blade sign, red velvet curtains, a west-end entrance, neighbouring low-rise frontage and a dry hillside of houses behind. The real-site mapping is in [`joke-shop-map.md`](joke-shop-map.md). The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance: a stone facade, a bulb-lit canopy, a glossy black car at the curb, and stanchions/barriers holding the arrival line. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
|
||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
||||
|
||||
## Escalation Model
|
||||
|
||||
The common escalation model has six levels:
|
||||
|
||||
0. **Observation** — Decide whether intervention is necessary.
|
||||
1. **Simple deterrence and polite direction** — Raise an open hand, make eye contact, point toward the sidewalk or check-in area, shake the head, or give a short instruction.
|
||||
2. **Formal warning** — Clearly explain the rule and request compliance.
|
||||
3. **Blocking and physical positioning** — Secure the entrance, maintain distance, preserve an escape route, and deny access without starting a fight.
|
||||
4. **Radio for security assistance** — Request a supervisor, second guard, building management, or other appropriate support.
|
||||
5. **Emergency response** — Hold the emergency-radio button and confirm only when there is an immediate threat, such as a weapon, assault, forced entry, or serious threat to occupants.
|
||||
|
||||
An off-duty law-enforcement officer or armed emergency responder may arrive during a valid emergency. This character is not intended to be a routine stronger attack. Their role is crisis control, evacuation, restraint, arrest, or other appropriate intervention, with force governed by the situation and meaningful consequences for unjustified calls.
|
||||
|
||||
## Core Systems
|
||||
|
||||
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
|
||||
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
|
||||
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
|
||||
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
|
||||
- **Escalation:** The player chooses the lowest effective response.
|
||||
- **Radio assistance:** Calls require useful information and may take time to arrive.
|
||||
- **Evidence:** Body-camera records support shift review and accountability.
|
||||
- **Crowd reaction:** Aggressive behavior, visible weapons, and emergency response can create panic or attract a crowd.
|
||||
- **Reputation:** Peaceful resolutions, accurate reports, low property damage, and justified calls improve performance; unnecessary confrontations and false reports reduce it.
|
||||
- **Shift review:** The player receives feedback on access decisions, escalation choices, public complaints, injuries, and security outcomes.
|
||||
@@ -0,0 +1,109 @@
|
||||
# Setup, Run and Test, and Controls
|
||||
|
||||
## Setup
|
||||
|
||||
1. Download Godot **4.7.2** (official build) and put `godot` on your PATH. The project, local tooling and CI use the same version; engine upgrades require import, headless, screenshot and Desktop HQ smoke checks before changing the baseline.
|
||||
2. Open or run the project from this directory.
|
||||
|
||||
## Run and Test
|
||||
|
||||
```bash
|
||||
# Open in the editor
|
||||
godot --editor --path .
|
||||
|
||||
# Run the game
|
||||
godot --path .
|
||||
|
||||
# Headless smoke boot (120 frames then exit)
|
||||
godot --headless --path . --quit-after 120
|
||||
|
||||
# Run all unit tests headlessly (exit code 0 = pass)
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# Check docs README coverage, tracked images and local links
|
||||
python3 tools/check_docs.py
|
||||
|
||||
# Save a screenshot to user:// (windowed)
|
||||
godot --path . --script res://src/test/take_screenshot.gd
|
||||
|
||||
# Visual-regression smoke: render the staged captures + prop gallery, then compare them
|
||||
./tools/check_screenshots.sh
|
||||
|
||||
# Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
|
||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
||||
|
||||
# End-to-end interaction smoke: inspection, radio, Help search, wand and review
|
||||
godot --headless --path . --script res://src/test/smoke_ui_flows.gd
|
||||
|
||||
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
|
||||
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
||||
|
||||
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
|
||||
# NPC budget smoke: 24 full-rig avatars against the documented frame budget
|
||||
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
|
||||
# Movement smoke (windowed): steps, precision walk, footsteps and landing
|
||||
godot --path . --script res://src/test/smoke_movement.gd
|
||||
|
||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||
|
||||
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
|
||||
godot --headless --path . --script res://src/test/smoke_emergency.gd
|
||||
|
||||
# Body-camera timeline smoke: review → timeline → step through → back to review
|
||||
godot --headless --path . --script res://src/test/smoke_timeline.gd
|
||||
|
||||
# Audio smoke: crowd bed follows mood, radio open/close crackle
|
||||
godot --headless --path . --script res://src/test/smoke_audio.gd
|
||||
|
||||
# Scenario-content smoke: wand refusal, celebrity crowd spike
|
||||
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
|
||||
|
||||
# Tutorial smoke (windowed): completion, replay and skip; isolated user data
|
||||
XDG_DATA_HOME=/tmp/gigline-tutorial godot --path . --fixed-fps 60 --script res://src/test/smoke_tutorial.gd -- --tutorial
|
||||
|
||||
# Campaign/checkpoint smoke (windowed): resume, review continue, help; isolated data
|
||||
XDG_DATA_HOME=/tmp/gigline-campaign godot --path . --fixed-fps 60 --script res://src/test/smoke_campaign.gd
|
||||
```
|
||||
|
||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
||||
|
||||
## Controls
|
||||
|
||||
Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
|
||||
right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
|
||||
slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
|
||||
in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
|
||||
|
||||
| Input | Action |
|
||||
| --- | --- |
|
||||
| W/A/S/D + mouse | Move and look |
|
||||
| Space / left click | Action wheel for the focused person (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio) |
|
||||
| A / D or ←/→ | Step through the action wheel (while it is open) |
|
||||
| Space / left click | Confirm the highlighted action (while the wheel is open) |
|
||||
| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
|
||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
||||
| Q | Polite direction (Level 1) |
|
||||
| 4 | Formal warning (Level 2) |
|
||||
| 5 | Blocking and positioning (Level 3) |
|
||||
| 6 | Security assistance radio (Level 4) |
|
||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
||||
| E | Inspect access artifacts / close inspection |
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
|
||||
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
|
||||
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
|
||||
| G | Toggle flashlight (widens NPC perception at night) |
|
||||
| B | Toggle the body camera; a formal warning switches it on automatically |
|
||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
||||
| F | Toggle debug overlay |
|
||||
@@ -0,0 +1,82 @@
|
||||
# Hollywood Boulevard map reference
|
||||
|
||||
The Hollywood venue is a stylized reconstruction of the real block around the
|
||||
El Capitan Entertainment Centre. It is a game space, not a survey-accurate
|
||||
model: the landmark silhouette, street wall and approach read from the player's
|
||||
eye height, while side streets and interiors are simplified.
|
||||
|
||||
## Real site
|
||||
|
||||
- **Address:** 6840 Hollywood Boulevard, Hollywood, Los Angeles, CA 90028.
|
||||
- **Coordinates:** 34.10118 N, 118.34009 W (OSM way `424024147`).
|
||||
- **Building:** the 1921 Hollywood Masonic Temple, designed by John C. Austin in
|
||||
the Classical Revival style; now the El Capitan Entertainment Centre and the
|
||||
home of *Jimmy Kimmel Live!*.
|
||||
- **Facade:** a light stone/render Neoclassical front with six oversized Ionic
|
||||
columns, a recessed main entrance reached by eight stone steps, ornamental
|
||||
iron door grilles, a continuous crosscut-grille transom, two street-level side
|
||||
entrances, and a parapet with the Masonic motto and circular medallions.
|
||||
- **Neighbours:** the El Capitan Theatre (6838) immediately west, a modern
|
||||
retail block east, and the Ovation Hollywood frontage (6801) across the
|
||||
four-lane boulevard.
|
||||
- **Sidewalk:** the Hollywood Walk of Fame terrazzo strip with brass stars runs
|
||||
along the kerb; the kerb is painted red in the reference photographs.
|
||||
|
||||
## Game mapping
|
||||
|
||||
| Real feature | In-game representation |
|
||||
| --- | --- |
|
||||
| 29.6 m wide, 14.5 m high facade | `VENUE_SPECS["hollywood_building"]`: `facade_width` 29.6, `facade_height` 14.5, front at `z = -4` |
|
||||
| Eight stone steps | `stair_count` 8, `stair_height` 0.10, `stair_tread` 0.38, 12 m wide |
|
||||
| Six Ionic columns | `IonicColonnade` at x = -12.4 … 12.4, 4.96 m bay spacing |
|
||||
| Recessed main entrance + two side doors | central 4.2 m door and 2.5 m side doors with transoms |
|
||||
| Red event banners | three stylized `EL / CAPITAN / LIVE` banners in the central bays |
|
||||
| Masonic motto + medallions | `FriezeInscription` label and two stone discs |
|
||||
| El Capitan Theatre | `NeighbourBlocks/ElCapitanTheatre` with marquee, blade sign and practical light |
|
||||
| Retail block east | `NeighbourBlocks/EastRetailBlock` with glazed shopfront |
|
||||
| Ovation Hollywood | `OvationHollywood` arcade with seven arched openings, sign and south sidewalk |
|
||||
| Walk of Fame | `WalkOfFame` dark terrazzo band with ten stars |
|
||||
| Four-lane boulevard | double-yellow centre, broken white lane lines, red kerb paint and crosswalk |
|
||||
|
||||
The generated AI references live in
|
||||
[`docs/screens/concepts/hollywood_boulevard/`](screens/concepts/hollywood_boulevard/README.md).
|
||||
They are art direction for lighting, material scale and composition; they are
|
||||
not texture or geometry sources.
|
||||
|
||||
## Deliberate simplifications
|
||||
|
||||
- Show branding is replaced by the venue-neutral `EL / CAPITAN / LIVE` banner
|
||||
text. The building name and address are retained.
|
||||
- The opposite Ovation frontage is represented as a single arcade block rather
|
||||
than its full mall plan. Interiors, the Metro entrance and side streets are
|
||||
out of playable bounds.
|
||||
- The AI concept frames are 1280×720 references. The in-game geometry is built
|
||||
from boxes, cylinders and a small number of custom arch/star meshes so it
|
||||
stays inside the Compatibility/Web budget.
|
||||
- The venue menu offers Day and Night Hollywood rows. Night is the same
|
||||
geometry and scenario with a late-phase offset, not a second baked map; the
|
||||
phase still drives sun, sky, fog, windows, signage and practical lights.
|
||||
- The landmark facade uses the shared smooth limestone/stone texture rather
|
||||
than the noisier granite panel tile. The whole venue measures **58,884
|
||||
triangles across 409 meshes** in `test_hollywood_geometry_stays_inside_the_map_budget`,
|
||||
well inside the 150k/600 budget.
|
||||
- Local lights use linear attenuation (`omni_attenuation = 1.0`). Godot treats
|
||||
`0.0` as constant falloff, which previously turned the night facade into a
|
||||
flat yellow wall; the sconces now pool light instead.
|
||||
|
||||
## References
|
||||
|
||||
- [Hollywood Masonic Temple — Wikipedia](https://en.wikipedia.org/wiki/Hollywood_Masonic_Temple)
|
||||
- [El Capitan Entertainment Centre — OpenStreetMap way 424024147](https://www.openstreetmap.org/way/424024147)
|
||||
- [El Capitan Theatre — OpenStreetMap way 424024148](https://www.openstreetmap.org/way/424024148)
|
||||
- [Ovation Hollywood — OpenStreetMap way 151485232](https://www.openstreetmap.org/way/151485232)
|
||||
- [Hollywood Masonic Temple facade — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg)
|
||||
- [Hollywood Masonic Temple and El Capitan Theatre, 2013 — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Hollywood_Masonic_Temple_2013-10-13_10-02-25.jpg)
|
||||
|
||||
## Verification
|
||||
|
||||
```bash
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
godot --path . --script res://src/test/capture_realism.gd -- --out=/tmp/gig-line-hollywood --stages=day,evening,late
|
||||
python3 tools/check_docs.py
|
||||
```
|
||||
@@ -0,0 +1,95 @@
|
||||
# The Joke Shop — Sunset Strip map notes
|
||||
|
||||
The game's second venue is a fictional comedy club called **The Joke Shop**. Its
|
||||
block, canopy, blade sign, entrance and hillside are based on the real Comedy
|
||||
Store at **8433 Sunset Blvd, West Hollywood, CA 90069**.
|
||||
|
||||
The club name and the game's guest stories are invented. The building is a
|
||||
stylized reconstruction, not a survey-accurate model: the playable frontage is
|
||||
27 m, while the real parcel is much deeper and contains several rooms that the
|
||||
game does not enter.
|
||||
|
||||
## Real site
|
||||
|
||||
| Item | Reference |
|
||||
| --- | --- |
|
||||
| Address | 8433 Sunset Blvd, West Hollywood, CA 90069, United States |
|
||||
| Real venue | The Comedy Store (comedy club and theatre) |
|
||||
| OpenStreetMap | Way [`428854155`](https://www.openstreetmap.org/way/428854155), centroid 34.095265, -118.373965 |
|
||||
| OSM tags | `amenity=theatre`, `building=commercial`, `height=12.2`, `start_date=1940`, `wikidata=Q3520350` |
|
||||
| Footprint | OSM polygon bounding box about **47.1 m × 41.2 m** across the club and rear parcels |
|
||||
| Street | Sunset Boulevard, a major east–west arterial on the Sunset Strip |
|
||||
| Setting | Dry Hollywood Hills directly behind the club, with houses and palms rising above the roofline |
|
||||
|
||||
The building began as **Ciro's**, a 1940 nightclub; it became The Comedy Store
|
||||
in the early 1970s. Its street front is a low black hall under a deep,
|
||||
signature-covered canopy, with the circular blade sign above the roof, red
|
||||
curtains along the frontage and the main entrance set toward the west end. The
|
||||
hillside houses behind it are part of the silhouette from the sidewalk.
|
||||
|
||||
## How the map maps to the real site
|
||||
|
||||
| Real element | Game implementation |
|
||||
| --- | --- |
|
||||
| Low black comedy hall | 27 m × 12 m footprint, 8.4 m street wall; matte black concrete surface with a low plinth and parapet |
|
||||
| Deep overhanging canopy | 4.9 m sloped slab dropping about 1 m to the outer fascia; the fascia carries white signature lettering and the club name |
|
||||
| Signature-covered front | Two `Label3D` signature bands on the fascia plus a smaller wall panel, so the handwriting reads at gameplay distance without dozens of decals |
|
||||
| Circular blade sign | 3.9 m white disc with a black rim on a roof pole; `THE JOKE SHOP` lettering faces the street |
|
||||
| Red curtains | Four three-fold velvet bays with tiebacks between the entrance and the east end; a red velvet entrance curtain |
|
||||
| West-end entrance | Recessed opening at x = -8.8 m with a low step, brass pulls and the door-lock indicator |
|
||||
| Warm practicals | Sconces along the wall, canopy downlights, entrance wash and three ground uplights; all off in daylight and switched by `set_night_mode()` |
|
||||
| Neighbouring low-rise frontage | Cream Mediterranean block west (balconies, red awning) and white commercial block east (ribbon windows, lobby) |
|
||||
| Hillside and houses | Fog-free unshaded 60° ramp behind the rear wall with stucco houses, shrubs and palms; its tint drops to a dark silhouette at night |
|
||||
| Opposite side of Sunset | Low retail row, rooftop billboard, neon and palms as background context beyond the far kerb |
|
||||
| Sidewalk furniture | Palms, queue barriers, stanchions, bins, planters, a-frame sign, hydrant and a parked sedan; prop placements pass the shared validator |
|
||||
|
||||
## Scene composition
|
||||
|
||||
- **Frontage:** 27 m wide, façade centre at z = -8.0, front face at z = -2.0.
|
||||
- **Sidewalk:** 38 m wide × 14 m deep, meeting the kerb at z = 11.9.
|
||||
- **Street:** 90 m × 24 m, with the four-lane markings reused from the
|
||||
Hollywood block and a crosswalk in front of the entrance.
|
||||
- **Playable area:** x = -15…15, z = -0.6…14.0. The guard starts on the west
|
||||
side of the entrance at (-4.8, 0.1, 1.4), facing the approach.
|
||||
- **Map budget:** the headless audit measures **22,680 triangles across 454
|
||||
meshes**, well inside the 150k/700 test budget.
|
||||
|
||||
The same geometry serves the day and late-night looks. There is no second baked
|
||||
map: the phase lighting, skyline/fog tint, lit windows and practicals change,
|
||||
just as with the Hollywood day/night rows.
|
||||
|
||||
## Simplifications and limits
|
||||
|
||||
- The real club's rear rooms, basement and roof plant are not modelled; the
|
||||
playable area is the street frontage only.
|
||||
- The 47 m OSM footprint includes rear parcels and does not match the 27 m
|
||||
street frontage; the game keeps the frontage proportions rather than the full
|
||||
lot.
|
||||
- Neighbouring businesses are represented by generic low-rise blocks. Their
|
||||
exact names and current tenants were not verified, so the docs do not claim
|
||||
them.
|
||||
- The hillside is a background ramp with simplified houses, not a terrain
|
||||
heightfield; it exists to restore the real silhouette above the roofline.
|
||||
- Signage uses the fictional **The Joke Shop** name, not the real Comedy Store
|
||||
wordmark.
|
||||
- The concept frames are photoreal; the game keeps its stylized, low-poly
|
||||
material treatment. The vision judge therefore still scores material and
|
||||
foliage detail below the reference. The remaining texture/realism work is
|
||||
tracked with the postponed 0.9.5 pass, not treated as a map-geometry defect.
|
||||
|
||||
## References
|
||||
|
||||
- OpenStreetMap way 428854155: <https://www.openstreetmap.org/way/428854155>
|
||||
- Wikimedia Commons photographs used for proportion and material study:
|
||||
- <https://commons.wikimedia.org/wiki/File:ComedyStore_01.jpg>
|
||||
- <https://commons.wikimedia.org/wiki/File:ComedyStore_02.jpg>
|
||||
- <https://commons.wikimedia.org/wiki/File:The_Comedy_Store.jpg>
|
||||
- <https://commons.wikimedia.org/wiki/File:The_Comedy_Store_West_Hollywood_(51017780551).jpg>
|
||||
- AI art-direction frames: [`screens/concepts/joke_shop/`](screens/concepts/joke_shop/README.md)
|
||||
- Verification: `godot --headless --path . --script res://src/test/test_runner.gd`
|
||||
(`test_joke_shop_uses_the_real_sunset_strip_layout`,
|
||||
`test_joke_shop_geometry_stays_inside_the_map_budget`), and
|
||||
`godot --path . --script res://src/test/capture_realism.gd -- --stages=joke_shop_day,joke_shop`.
|
||||
The committed gallery passed `tools/check_screenshots.sh` (13 good / 0 bad)
|
||||
and the screen-design judge (13/13 match, 0 diff). The latest local realism
|
||||
run reports a reference gap of 0.454 for the night entrance.
|
||||
@@ -0,0 +1,79 @@
|
||||
# NPC proportion audit
|
||||
|
||||
Status: audited 2026-11-02. All eight library variants are inside the stylized
|
||||
proportion guide; no geometry correction was required in this pass. The report
|
||||
is repeatable from the exported GLBs:
|
||||
|
||||
```bash
|
||||
python3 tools/npc_proportions.py report
|
||||
python3 tools/npc_proportions.py report --json
|
||||
```
|
||||
|
||||
## Method
|
||||
|
||||
`tools/npc_proportions.py` reads the GLB meshes and rest-pose joint hierarchy:
|
||||
|
||||
- height from the full mesh bounds;
|
||||
- head height, width and aspect from `Head`/`skin` vertices (hair excluded so
|
||||
long hairstyles do not change the head measurement);
|
||||
- shoulder silhouette from vertices in the upper-chest band around the
|
||||
shoulder joint;
|
||||
- hip width from `HipL`/`HipR` pants vertices;
|
||||
- torso length from the Spine joint to the shoulder joint;
|
||||
- leg length from the Spine joint to the lowest vertex;
|
||||
- arm length from the shoulder joint to the Hand joint;
|
||||
- foot length from the forward extent of the KneeL/KneeR shoe vertices.
|
||||
|
||||
All ratios are divided by total standing height except `head_aspect`
|
||||
(width / head height).
|
||||
|
||||
## Guide
|
||||
|
||||
These are stylized-but-credible bands for the game's low-poly adults, not
|
||||
photoreal anatomy. The broad build is allowed a larger shoulder/hip silhouette
|
||||
than the slim build.
|
||||
|
||||
| Ratio | Target | Notes |
|
||||
| --- | ---: | --- |
|
||||
| `head_height` | 0.16–0.22 | deliberately larger than a realistic 0.13–0.15 |
|
||||
| `head_aspect` | 0.70–1.00 | width / height; rounded heads are acceptable |
|
||||
| `shoulder_width` | 0.28–0.38 | silhouette includes sleeves and build scaling |
|
||||
| `hip_width` | 0.17–0.23 | pants-only width, not skirt/coat flare |
|
||||
| `torso_length` | 0.28–0.38 | Spine joint to shoulder |
|
||||
| `leg_length` | 0.40–0.48 | Spine joint to ground |
|
||||
| `arm_length` | 0.28–0.38 | shoulder to hand |
|
||||
| `foot_length` | 0.12–0.18 | shoe forward extent |
|
||||
|
||||
## Result
|
||||
|
||||
| Character | Height | Head | Aspect | Shoulder | Hip | Torso | Leg | Arm | Foot | Result |
|
||||
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | --- |
|
||||
| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.321 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
||||
| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.333 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
||||
| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.328 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
||||
| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.209 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
|
||||
| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.289 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
|
||||
| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.206 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
|
||||
| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.223 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
|
||||
| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.369 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
|
||||
|
||||
No variant is outside a band, so the body pass does not need a global skeleton
|
||||
or mesh rescale. The values closest to a boundary are:
|
||||
|
||||
- **head height 0.190** against the 0.22 upper bound, and **head aspect 0.907**
|
||||
against 1.00 — the head is deliberately large. Any head-size change must be
|
||||
coordinated with the face/headgear pass and its gear-fit measurements.
|
||||
- **guard shoulder 0.369** and **firefighter hip 0.223** against the broad-build
|
||||
upper bounds — these are the intended uniform/turnout silhouettes, not
|
||||
outliers.
|
||||
- **leg length 0.449** and **torso 0.307** sit inside the guide for all variants;
|
||||
the earlier short-leg impression came from the hip joint position, not the
|
||||
visible pelvis line.
|
||||
|
||||
## Follow-up
|
||||
|
||||
The proportion audit does not replace the visual criteria in
|
||||
[`npc-visual-review.md`](npc-visual-review.md): neck/shoulder/hip transitions,
|
||||
face depth, hand grips, clothing hems and shoes still need the appearance pass.
|
||||
Re-run the audit after any body mesh or skeleton change and record the new
|
||||
ratios here.
|
||||
@@ -0,0 +1,237 @@
|
||||
# NPC visual baseline and acceptance criteria
|
||||
|
||||
Status: **accepted 2026-11-02 for the 0.9.4 stylized target.** The P1 fixes
|
||||
(tourist photo-prop visibility, backpack straps), neck/shoulder and torso/hip
|
||||
transitions, face depth/detail, hand and gear placement, headgear clearance and
|
||||
shoe/boot silhouettes are applied. The baseline remains the comparison reference;
|
||||
the accepted limitations are listed below. Comparison sheets:
|
||||
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
|
||||
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg),
|
||||
the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
|
||||
the face-detail pass [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg),
|
||||
the conversation-distance hand pass
|
||||
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg), and the
|
||||
forward-grip pass [`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
|
||||
|
||||
## What was captured
|
||||
|
||||
`src/test/capture_npc_baseline.gd` stages all eight library characters in a
|
||||
neutral studio and captures six views per character:
|
||||
|
||||
| View | Camera | Purpose |
|
||||
| --- | --- | --- |
|
||||
| `front` | 1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
|
||||
| `three_quarter` | 1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
|
||||
| `profile` | 1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
|
||||
| `back` | 1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
|
||||
| `full_body` | 4.2 m, 38° FOV | proportions, hands, shoes, hem |
|
||||
| `crowd` | 8.0 m, 45° FOV | silhouette read at normal crowd distance |
|
||||
|
||||
The stage is deliberately separate from the venue review harness: a mid-grey
|
||||
solid background, ground plane, one key light and one cool fill light, no HUD,
|
||||
no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
|
||||
matching `NpcAvatar.yaw_towards()`. The camera orbits at the recorded yaw rather
|
||||
than rotating the avatar, so the pose and foot contact stay fixed between views.
|
||||
The full command is:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
--out=res://tmp/npc-baseline
|
||||
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
|
||||
```
|
||||
|
||||
The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
|
||||
sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
|
||||
For the P2 hand/grip check there is an optional eighth view, captured separately
|
||||
so the 48-frame baseline stays stable:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
--out=res://tmp/npc-hands --view=hand
|
||||
```
|
||||
|
||||
That writes eight `*__hand.png` frames at 0.80 m from the right hand; the
|
||||
before/after review image is
|
||||
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
|
||||
The capture is deterministic apart from engine rasterisation; re-running into
|
||||
the same directory keeps the earlier files and writes `-vN` copies rather than
|
||||
overwriting them.
|
||||
|
||||
## Acceptance criteria
|
||||
|
||||
The criteria below are for the stylized target, not photorealism. A change must
|
||||
pass every applicable item before a library rebuild is accepted.
|
||||
|
||||
1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
|
||||
front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 8,000 triangles
|
||||
and 8,000 glTF vertices per library character. The frozen `npc_base` fallback
|
||||
keeps 6,000 triangles / 4,000 vertices. Gear remains at most 1,500 triangles.
|
||||
2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
|
||||
feet read as one body; front/three-quarter/profile silhouettes agree with the
|
||||
rest of the eight-character library; broad/slim/average build variation is
|
||||
preserved.
|
||||
3. **Face:** at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct;
|
||||
the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
|
||||
inverted normals or z-fighting. The face direction must remain unambiguous.
|
||||
4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
|
||||
seams; fringes, buns and beards keep their silhouette. Caps, beanies, hoods,
|
||||
sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
|
||||
may sit outside the 1.55–1.81 m face band, but its brim must not cover the
|
||||
eyes.
|
||||
5. **Hands and footwear:** at conversation distance the fingers and thumb read
|
||||
as a hand, not a mitten; hand items contact the palm rather than floating;
|
||||
shoes and boots are grounded with a readable toe/heel silhouette and preserve
|
||||
the responder/firefighter footwear language.
|
||||
6. **Clothing:** collars, cuffs, plackets, waistbands, pockets, badges and
|
||||
reflective bands transition cleanly; no z-fighting or floating detail; coat,
|
||||
dress and skirt hems do not show legs through the fabric during idle, walk,
|
||||
block, sit or turn; the five tint slots and fixed detail colours remain
|
||||
unchanged.
|
||||
7. **Gear:** head gear clears the refined face/hair; the lanyard badge remains
|
||||
readable in front of the jacket; backpack, shoulder bag and SCBA tank straps
|
||||
lie outside the torso and do not read as a second bag; hand items use the
|
||||
authored grip points.
|
||||
8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
|
||||
frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
|
||||
within the existing 6.94 ms baseline (no regression beyond the measured
|
||||
variance), and no new per-frame material or mesh churn is introduced.
|
||||
|
||||
Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
|
||||
result. A negative `x_clearance` means the gear's narrowest face is inside the
|
||||
body reference; a negative `radial_clearance` means it extends beyond the body
|
||||
silhouette (normal for a backpack, suspicious when it is a strap). Runtime
|
||||
`NpcAvatar.GEAR_OFFSETS` is applied after attachment and is not part of the GLB
|
||||
measurement.
|
||||
|
||||
## Proportion audit
|
||||
|
||||
The separate [`npc-proportion-audit.md`](npc-proportion-audit.md) measures
|
||||
height, head size, shoulder/hip width, torso, leg, arm and foot ratios for every
|
||||
variant with `tools/npc_proportions.py`. All eight pass the stylized guide; the
|
||||
head and broad-build shoulders sit nearest their upper bounds. No skeleton or
|
||||
mesh proportion change was needed in this pass.
|
||||
|
||||
## Baseline measurements
|
||||
|
||||
From `python3 tools/blender_assets.py fit` and the manifest:
|
||||
|
||||
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
|
||||
| --- | ---: | ---: | ---: | ---: | --- |
|
||||
| `npc_casual` | 4,482 | 4,260 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
|
||||
| `npc_jacket` | 4,872 | 4,661 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
|
||||
| `npc_coat` | 5,474 | 5,264 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
|
||||
| `npc_vest` | 4,980 | 4,879 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
|
||||
| `npc_dress` | 4,900 | 4,719 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
|
||||
| `npc_hoodie` | 5,304 | 4,950 | 0.315 m | 0.190 m (hip) | — |
|
||||
| `npc_firefighter` | 5,344 | 5,494 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
|
||||
| `npc_guard` | 5,046 | 5,096 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
|
||||
|
||||
`npc_coat` is widest at 5,474 triangles (2,526 below the 8,000 cap);
|
||||
`npc_firefighter` is closest on vertices at 5,494 (2,506 below the 8,000 cap).
|
||||
The refit backpack measures 380 triangles / 406 vertices.
|
||||
|
||||
## Baseline findings, ranked
|
||||
|
||||
### P1 — fix in the first model pass
|
||||
|
||||
1. **The tourist carried two bag silhouettes. Fixed 2026-11-02.** `_add_props()`
|
||||
created a 0.30 × 0.36 × 0.14 box at `(-0.34, 1.15, -0.18)` for the tourist
|
||||
photo pose while `_add_accessory("backpack")` also attached the library
|
||||
backpack. From the three-quarter/back view the two read as separate bags. The
|
||||
photo prop is now hidden outside `photo`/`film` poses
|
||||
(`photo_prop_visible_for_pose()`), so it only appears when the character is
|
||||
actually taking a picture; the after frame confirms one bag at rest.
|
||||
2. **Face depth and detail. Fixed 2026-11-02.** The sclera was recessed into the
|
||||
socket and wrapped with a thin upper lid; the separate jaw/cheek spheres were
|
||||
replaced by a chin plate and cheekbones sculpted into the head mesh. The nose
|
||||
now has ala wings and a smaller bridge/tip, the mouth is one rounded slot
|
||||
instead of a flat bar, and the ears have a darker concha. That removes the
|
||||
dark intersection rings and the moustache-like read at portrait distance; the
|
||||
low-poly brows remain stylized.
|
||||
3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
|
||||
were thin round tubes whose chest/waist points sat inside the torso, so only
|
||||
fragments showed from the front. They are now flattened bands whose front path
|
||||
sits outside the chest; the after sheet shows a continuous strap instead of
|
||||
two detached rods. The backpack asset is now 380 triangles / 406 vertices
|
||||
(still far below the 1,500-triangle gear budget).
|
||||
|
||||
### P2 — fix after the first P1 pass
|
||||
|
||||
4. **Hands: geometry and forward offset fixed 2026-11-02; finger curl still
|
||||
open.** The palm is wider and shallower, and each finger is now a
|
||||
two-segment bent tube with a rounded tip and a separate bent thumb. Hand gear
|
||||
is authored around the wrist proxy, so the runtime now moves every hand item
|
||||
`HAND_ITEM_FORWARD` (4 cm) into the open palm; the phone, flashlight, camera,
|
||||
cup and clipboard are no longer buried inside the hand. The fingers are still
|
||||
open, so a true wrap/thumb contact and the umbrella/sign grips remain to be
|
||||
judged.
|
||||
5. **Clothing detail is tile-driven and transitional seams are visible.** The
|
||||
fabric pattern repeats strongly on the casual, coat and dress variants, and
|
||||
collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
|
||||
details in the current portraits.
|
||||
6. **Shoes: fixed 2026-11-02.** Casual shoes gained rounded toe and heel caps;
|
||||
responder/firefighter boots gained matching toe/heel volumes while keeping the
|
||||
taller black rubber boot language. Both stay above the sole contact plane, and
|
||||
the full-body comparison is `sheet_npc_baseline_compare-shoes.jpg`.
|
||||
7. **Headgear scale and clearance. Checked 2026-11-02.** The cap and helmet
|
||||
width ratios are 1.067 and 1.651; those are expected for headgear. Final-context
|
||||
portraits confirm the cap, firefighter helmet, hood and sunglasses clear the
|
||||
refined brow/eyes, and the helmet brim still reads as deliberate turnout gear.
|
||||
No gear rebuild was needed.
|
||||
8. **Performer props dominate the silhouette.** The red cone hat and the
|
||||
primitive sign are intentionally large stage props, but they should be
|
||||
checked during the pose pass so they do not read as head/body geometry.
|
||||
|
||||
### Accepted limits for the 0.9.4 release
|
||||
|
||||
- The hooded variants intentionally cover part of the face; face readability is
|
||||
judged on the visible lower face and silhouette, not on hidden eyes.
|
||||
- The low-poly style is the target. The acceptance bar is readability and clean
|
||||
construction, not photoreal skin or hair.
|
||||
- Held items use the forward-offset open palm (`HAND_ITEM_FORWARD`) rather than a
|
||||
finger-curl rig. There are no finger bones in the contract; phone, cup,
|
||||
clipboard, camera, flashlight, wand and radio were judged in the hand capture.
|
||||
- Fabric folds are not separate geometry; the current torso, elbow and knee
|
||||
shaping is the accepted stylized construction.
|
||||
- The >26 m impostor remains a two-quad billboard; the LOD tier/hysteresis and
|
||||
near/far swap are covered by `test_avatar_mesh_budget_and_lod_swap`.
|
||||
- NPC fabric textures are 256² with a 4× UV repeat; cloth/pants skip the baked
|
||||
per-character AO to avoid large portrait blotches. Skin, hair and gear keep AO.
|
||||
- Evening readability is represented by the day/night/LATE final-context set;
|
||||
LATE is the venue night variant.
|
||||
|
||||
## Before/after workflow
|
||||
|
||||
Keep the baseline directory, rebuild the same capture into a new directory after
|
||||
the model changes, then produce a comparison sheet. Do not overwrite the
|
||||
committed baseline image:
|
||||
|
||||
```bash
|
||||
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
|
||||
--out=res://tmp/npc-baseline-after
|
||||
python3 tools/npc_baseline.py compare \
|
||||
--before tmp/npc-baseline --after tmp/npc-baseline-after \
|
||||
--out tmp/npc-baseline-compare.jpg
|
||||
```
|
||||
|
||||
The comparison sheet places the before/after pair for each view side by side.
|
||||
The committed runs are
|
||||
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
|
||||
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
|
||||
and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
|
||||
The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
|
||||
The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg).
|
||||
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg);
|
||||
the forward-grip pass is
|
||||
[`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
|
||||
The 0.9.5 texture pass adds
|
||||
[`sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg),
|
||||
which pairs the close-range surface and cloth comparisons. Keep the baseline
|
||||
sheet as the before artifact and add a new comparison sheet rather than
|
||||
replacing it.
|
||||
|
||||
## Next implementation order
|
||||
|
||||
0.9.4 and the 0.9.5 texture pass are closed. The next visual work belongs to the
|
||||
0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
|
||||
regression gate for any future character edit.
|
||||
@@ -1,293 +0,0 @@
|
||||
# Development Plan — Graphics Quality v0.6.0 (Blender-authored NPCs)
|
||||
|
||||
> Status: Proposed · Target version: **v0.6.0** (MINOR)
|
||||
> Companion decision: [ADR-0013](adr/0013-blender-authored-npc-characters.md)
|
||||
|
||||
## Why this exists
|
||||
|
||||
The game is functionally complete through v0.5.0, but NPCs are still the
|
||||
procedural capsule-and-box rig from [ADR-0010](adr/0010-procedural-npc-presentation.md).
|
||||
They read as people at conversation distance but not at cinematic distance, and
|
||||
every surface on a body is a flat color. ADR-0010 recorded that "a later
|
||||
skinned-mesh pass will replace this rig and must keep the `Head` contract" —
|
||||
this plan is that pass.
|
||||
|
||||
The goal is **better NPCs first**, then a modest environment lift, using the
|
||||
existing AI tooling for art direction and quality gates, and **Blender** for the
|
||||
geometry, UVs, skeleton, and baked material maps.
|
||||
|
||||
## Constraints that shape the plan
|
||||
|
||||
- **Renderer is GL Compatibility** (`project.godot` `config/features`). SSAO,
|
||||
SSIL, and volumetrics are unavailable. Quality therefore comes from better
|
||||
meshes, baked maps (AO/normal/roughness), and lighting — not from a renderer
|
||||
switch.
|
||||
- **CI builds offline.** `.gitea/workflows/build.yml` runs the Godot editor only
|
||||
(no Blender, no network). Everything the game loads must be committed; the
|
||||
Blender step is a developer tool, and the game keeps a procedural fallback so a
|
||||
fresh checkout still boots and the headless suite still passes.
|
||||
- **Determinism.** Seed-driven variety (`outfit_for`, `layer_for`,
|
||||
`hand_item_for`, `idle_style_for`) must keep working and keep its tests green.
|
||||
AI generation is a dev-time input, not a runtime dependency; the committed
|
||||
assets are the source of truth.
|
||||
- **Frame budget.** v0.5.0 measured 16 avatars = 534 meshes ≈ 6.9 ms headless.
|
||||
A skinned rig replaces ~33 draw calls per avatar with one skin, but skinning
|
||||
costs CPU. Re-measure with `src/test/smoke_npc_budget.gd` before raising
|
||||
`MAX_LIVE_NPCS`.
|
||||
|
||||
## The NPC asset contract (what must not break)
|
||||
|
||||
From `src/game/npc_avatar.gd` and `src/game/guard_controller.gd`:
|
||||
|
||||
- A scene-level node named **`Rig/Head`** — `GuardController` raycasts for it
|
||||
(`get_node_or_null("Rig/Head")`), and the focus circle + name tag + reaction
|
||||
tag attach under it.
|
||||
- Limb pivots currently named `HipL`/`HipR` → `Knee`, `ShoulderL`/`ShoulderR` →
|
||||
`Elbow` → `Hand`. `_animate()` and `_idle_layer()` drive them by `rotation.x`.
|
||||
- Pure static helpers must stay pure and seed-deterministic: `outfit_for`,
|
||||
`layer_for`, `hand_item_for`, `idle_style_for`, `queue_slot_for`,
|
||||
`lod_tier_for_distance`, `reaction_label`, `crouch_for_pose`,
|
||||
`prop_lift_for_pose`, `limb_swing`, `sway_for_pose`.
|
||||
- LOD tiers (`apply_lod`, 0 / 1 / 2 with a billboard impostor at tier 2) must
|
||||
keep working; `_detail_nodes` are hidden at tier 1.
|
||||
- `set_focus_visual`, `_focus_circle`, `_name_tag`, `_reaction_tag`, the
|
||||
theater poses, and the crowd reaction (`start_rubberneck`, `start_flee`) all
|
||||
operate on the rig and must survive the swap.
|
||||
|
||||
## Workstreams
|
||||
|
||||
### Phase 0 — Toolchain spike and contract freeze (small, throwaway)
|
||||
|
||||
1. Confirm headless Blender works in this environment. Blender **5.2.0 LTS**
|
||||
flatpak is installed; the sandbox cwd is `/app/blender`, so `--python` and
|
||||
all input/output paths must be absolute:
|
||||
|
||||
```bash
|
||||
flatpak run org.blender.Blender --background \
|
||||
--python /var/home/zwitschi/Documents/06-games/security-game/tools/npc_pipeline.py -- --build
|
||||
```
|
||||
|
||||
Record the working invocation in `MEMORY.md` (the Im-Dornäcker notes already
|
||||
warn about the cwd gotcha).
|
||||
2. Freeze the asset contract in writing (this document + ADR-0013). No
|
||||
animation clips are exported: `_animate()` and `_idle_layer()` drive the
|
||||
armature bones directly at runtime, so the GLB only needs the skinned rest
|
||||
mesh, the armature, and the material maps.
|
||||
- `assets/models/generated/npc_base.glb` — one skinned mesh (or a small fixed
|
||||
set of sub-meshes: body / head / hands) with a **named armature** and UVs.
|
||||
- Material slots rather than one atlas-per-prop: `skin`, `cloth`,
|
||||
`pants`, `accessory`, `hair` each carry a neutral albedo + normal + ORM
|
||||
(occlusion/roughness/metallic) map. `outfit_for` colors tint the slot, so
|
||||
multi-color outfits and seed variety survive.
|
||||
- Bone names mirror the current node names (`Head`, `HipL/R`, `KneeL/R`,
|
||||
`ShoulderL/R`, `ElbowL/R`, `HandL/R`) so `_animate()` can target them.
|
||||
- Budget: tier-0 base body ≤ ~6,000 triangles, ≤ ~4,000 vertices (revisit
|
||||
after the first `smoke_npc_budget.gd` run).
|
||||
|
||||
### Phase 1 — `tools/npc_pipeline.py`: author + export + audit
|
||||
|
||||
New tool, run through the Blender flatpak, mirroring the `model_pipeline.py`
|
||||
shape (`list` / `build` / `audit`):
|
||||
|
||||
1. **Author** a low-poly base humanoid in Blender: torso, articulated arms/legs,
|
||||
head with a face front (so the focus ring and the "noticed the guard" cue
|
||||
keep a direction), hands, shoes. Keep the current silhouette language
|
||||
(heads, caps, hoods, backpacks, lanyards) so existing `outfit_for`
|
||||
accessories still attach.
|
||||
2. **Rig** it with an armature whose bones are named to match the node contract.
|
||||
Godot 4.3 imports glTF skeletons as `Skeleton3D`; keep the bone rest pose
|
||||
matching the current `_animate()` assumptions (arms hang, legs straight,
|
||||
+Y up, origin at the feet on the floor).
|
||||
3. **UV-unwrap** into a power-of-two layout and **bake** maps in Blender from
|
||||
node materials or a higher-detail source:
|
||||
- neutral albedo (white fabric pattern) per material slot,
|
||||
- normal map (fabric weave, denim, knit),
|
||||
- ORM map (occlusion in R, roughness in G, metallic in B — same packing
|
||||
`model_pipeline.atlas_for` already uses),
|
||||
- ambient occlusion baked into the albedo or the ORM R channel (this is the
|
||||
Compatibility renderer's only AO source).
|
||||
4. **Export** `npc_base.glb` with materials referenced as Godot-importable
|
||||
textures (or export textures alongside and wire them in GDScript — decide in
|
||||
the spike).
|
||||
5. **Audit** (`npc_pipeline.py audit`) enforcing: UVs in [0,1], expected bone
|
||||
names present, triangle/vertex budget, feet at y ≈ 0, no missing material
|
||||
slots. Reuse the checks and the colour-space discipline from
|
||||
`model_pipeline.py` (glTF `baseColorFactor` is linear; albedo textures are
|
||||
sRGB — do not mix them up).
|
||||
6. **Commit** the `.blend` source (`assets/models/npc/npc_base.blend`) so the
|
||||
build is reproducible and editable, plus the generated `.glb` + textures so
|
||||
CI never needs Blender.
|
||||
|
||||
### Phase 2 — AI-assisted texturing (existing tools only)
|
||||
|
||||
Use the tools already in `tools/`, not new services:
|
||||
|
||||
1. `tools/asset_pipeline.py generate` (OpenRouter,
|
||||
`openai/gpt-5-image-mini`) for seamless clothing albedos — shirt, trousers,
|
||||
jacket, hi-vis vest, coat, dress — at the role sizes its `audit` validates.
|
||||
Run `seamless` for tile-edge blending and `audit` to reject wrong sizes.
|
||||
2. `tools/model_pipeline.py`'s palette helpers (`dominant_colors`,
|
||||
`assign_roles`) or a small shared import, to derive per-role outfit palettes
|
||||
from AI concept sheets (`concept`). `outfit_for` keeps determinism: the AI
|
||||
supplies palettes and textures, never per-frame randomness.
|
||||
3. Normal/roughness detail (fabric weave, denim) baked procedurally in Blender,
|
||||
with the AI albedos layered on top.
|
||||
4. Close the loop with `tools/screen_designs.py judge`: regenerate the staged
|
||||
captures and confirm the new NPCs realise the same screen intents (art style
|
||||
is ignored by the judge; layout and readability are not).
|
||||
|
||||
Outputs land under `assets/textures/ai/game_ready/` (or a new
|
||||
`assets/textures/npc/`) and are **committed**.
|
||||
|
||||
### Phase 3 — Godot integration (`npc_avatar.gd`, `materials.gd`)
|
||||
|
||||
1. Add a `_load_model()` path in `NpcAvatar` that instantiates the imported
|
||||
`npc_base.glb` `PackedScene`, exactly like `WorldBuilder._add_prop_model()`
|
||||
loads props. Keep `_build_body()` as the offline/procedural fallback; choose
|
||||
per-avatar with the same "asset or fallback" pattern (record the choice in a
|
||||
`loaded_model` / `fallback_avatar` field for tests).
|
||||
2. Map `outfit_for()` onto the model's material slots (skin/cloth/pants/
|
||||
accessory/hair) so seed variety, `layer_for`, `hand_item_for`, and the
|
||||
archetype color read stay intact. Accessories (cap/hood/backpack/
|
||||
sunglasses/lanyard) keep attaching under `Rig`/`Head` as they do today.
|
||||
3. Add `SurfaceMaterials` recipes for the baked maps — e.g. `npc()` /
|
||||
`skin()` / `cloth()` — so `_material()` gains a textured path and the body
|
||||
stops calling `Materials.flat()`.
|
||||
4. Abstract the animation targets so `_animate()` / `_idle_layer()` write to
|
||||
either the procedural `Node3D` pivots (fallback) or `Skeleton3D` bones
|
||||
(skinned). Keep the existing `rotation.x` math; the abstraction is a thin
|
||||
`_set_limb_rotation(part, axis, radians)` wrapper.
|
||||
5. Keep `Rig/Head` as a real scene node (a marker following the head bone, or
|
||||
the imported bone's Godot node) so focus, nametag, and head-turn still find
|
||||
it. Re-verify the focus cone smoke and `test_npc_character` /
|
||||
`test_npc_theater` / `test_target_cycle`.
|
||||
6. Re-measure `smoke_npc_budget.gd`; adjust `LOD_TIERS` if the skinned rig is
|
||||
heavier up close. The impostor path is unchanged.
|
||||
|
||||
### Phase 3.5 — Blender asset library (characters, gear, props)
|
||||
|
||||
The library generator is `tools/blender_assets.py` (flatpak Blender, headless).
|
||||
**Status: integrated** — `NpcAvatar` selects characters/gear and `WorldBuilder`
|
||||
loads the replacement/new props plus phase-driven emissives; the procedural rig
|
||||
and primitive props remain fallbacks. Integration notes:
|
||||
[`blender-assets.md`](blender-assets.md).
|
||||
|
||||
**Outputs and contract**
|
||||
|
||||
| Kind | Path | Notes |
|
||||
| --- | --- | --- |
|
||||
| Characters | `assets/models/blender/npc/<name>.glb` | 8 variants: `npc_casual`, `npc_jacket`, `npc_coat`, `npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`, `npc_guard` |
|
||||
| Gear | `assets/models/blender/npc_gear/<name>.glb` | 18 pieces; authored in attach-point space (`head`, `hand`, `back`, `chest`) |
|
||||
| Props | `assets/models/blender/props/<name>.glb` | 20 pieces; the first nine replace current generated/primitive street furniture, the rest are new venue dressing |
|
||||
| Manifest | `assets/models/blender/manifest.json` | path, category, triangles, vertices, bounds, materials, roles, tint slots, attach points |
|
||||
| Sources | `assets/models/blender_src/<name>.blend` | committed, editable source |
|
||||
| Previews | `docs/blender_previews/sheet_<category>.jpg` (committed) + per-asset `*.png` (local) | `render` / `sheet` for visual review |
|
||||
|
||||
All characters reuse the `npc_base` contract: mesh node `npc_base`, bones
|
||||
`Head/HipL/R/KneeL/R/ShoulderL/R/ElbowL/R/HandL/R` (+ Hips/Spine/Neck),
|
||||
material slots `skin/cloth/pants/accessory/hair`, front toward Blender `-Y`
|
||||
(Godot `+Z`), feet at `y ~= 0`. Gear origins are the attach points (head at
|
||||
`Rig/Head`, hand at the hand proxy, back at the spine, chest at the sternum).
|
||||
Props are grounded except `wall_lantern` and `marquee`; both may be emissive.
|
||||
|
||||
**Integration steps**
|
||||
|
||||
1. **Audit the finished build.** `python3 tools/blender_assets.py audit` and
|
||||
`sheet`; fix assets or reconcile the budgets. **Done 2026-11-01:** the
|
||||
characters were simplified to fit the unchanged 6,000 / 4,000 contract
|
||||
(3,788–4,640 tris), and all 46 assets audit clean.
|
||||
2. **Commit the library and sources.** Add `assets/models/blender/**`,
|
||||
`assets/models/blender_src/**`, the generator, manifest, previews, and
|
||||
`docs/blender-assets.md`; generated folders that CI can rebuild offline may
|
||||
stay ignored. `blender_assets.py audit` must work without Blender.
|
||||
3. **Select characters by role.** Extend `NpcAvatar` to pick a variant from the
|
||||
manifest using the profile's role and `outfit_for`/`layer_for` (casual,
|
||||
jacket, coat, vest, dress, hoodie, firefighter, guard). Fall back to
|
||||
`npc_base.glb`, then to the procedural rig, and record the chosen path.
|
||||
4. **Tint and anchor.** Apply `outfit_for` to every variant's five slots via
|
||||
`SurfaceMaterials.npc_slot()`; keep `Rig/Head` for the focus circle, name tag,
|
||||
reaction tag, and accessories. Keep the walk/idle/escalation bone-driving
|
||||
wrapper.
|
||||
5. **Replace procedural gear.** Use the `npc_gear` catalogue for caps, hoods,
|
||||
helmets, backpacks, lanyards, hand items (phone, cup, clipboard, umbrella,
|
||||
camera, sign, flashlight, wand, radio) and the SCBA tank; attach at the
|
||||
documented points and fall back to the current primitives when an asset is
|
||||
missing.
|
||||
6. **Replace and extend props.** Load the replacement set through
|
||||
`WorldBuilder` (`bollard`, `bench`, `trash_bin`, `planter_box`,
|
||||
`newspaper_box`, `fire_hydrant`, `street_lamp`, `street_tree`,
|
||||
`traffic_cone`), then place the new dressing (`palm_tree`, `round_planter`,
|
||||
`a_frame_sign`, `wall_lantern`, `crowd_barrier`, `stanchion`, `handrail`,
|
||||
`security_podium`, `double_door`, `marquee`, `sedan`) using the existing
|
||||
placement table/collider/avoidance contract. No prop may enter the
|
||||
door/steps/guest lane.
|
||||
7. **Wire emissives to the phase.** Street-lamp bulbs, wall lanterns, the door
|
||||
lock LED, marquee bulbs/sign face, and sedan headlights should follow the
|
||||
existing day/night lighting rather than staying always on.
|
||||
8. **Measure and gate.** Re-run `smoke_npc_budget.gd` with the new characters
|
||||
before raising `MAX_LIVE_NPCS`; add a prop triangle/draw budget check. Then
|
||||
recapture `docs/screenshots/` and run `screen_designs.py compare` + `judge`
|
||||
plus a close-up target shot for character readability.
|
||||
9. **Fallbacks stay offline.** A fresh checkout with no Blender and no network
|
||||
must boot on the committed library (or `npc_base.glb`/procedural rig when an
|
||||
asset is absent); CI still runs the Godot import and headless suite.
|
||||
|
||||
|
||||
### Phase 4 — Environment and lighting lift (after NPCs land) ✅
|
||||
|
||||
1. **Baked AO on props:** use the Phase 3.5 Blender prop replacements
|
||||
(`street_lamp`, `street_tree`, `bench`, …) and bake AO into their
|
||||
albedo/ORM maps so contact shadows read without SSAO. Keep the same
|
||||
`WorldBuilder` load/fallback contract (ADR-0012's follow-up).
|
||||
2. **Higher-resolution environment textures:** regenerate brick/concrete/asphalt
|
||||
through `asset_pipeline.py` with normal maps, keeping the current UV scales;
|
||||
use the same sRGB/albedo + packed ORM discipline as the library assets.
|
||||
3. **Evaluate a desktop-only Forward+ preset** — done: it boots on the desktop Vulkan
|
||||
driver, but the renderer is project-wide and the Web preset must stay GL
|
||||
Compatibility. v0.6.0 keeps Compatibility; a desktop-only override is deferred.
|
||||
4. Regenerate `docs/screenshots/` with `capture_screenshots.gd`, then run
|
||||
`screen_designs.py compare` and `judge` as the regression gate, plus
|
||||
`blender_assets.py sheet` for the character/gear/prop library.
|
||||
|
||||
### Phase 5 — Verification and release
|
||||
|
||||
- Headless: fallback build, `npc_pipeline.py audit` (via `test_model_pipeline`
|
||||
style Python tests if Blender is present, otherwise skip with reason), outfit
|
||||
determinism, `Rig/Head` presence, material recipe assertions.
|
||||
- Windowed smokes: `smoke_npc_budget.gd`, `smoke_movement.gd`,
|
||||
`smoke_focus_radial.gd`, `smoke_props.gd`; screenshot comparison.
|
||||
- Bump `config/version` to `0.6.0`, update `README.md`, `docs/architecture.md`
|
||||
(Level 2 gains `tools/npc_pipeline.py`), and publish per
|
||||
[`docs/RELEASING.md`](RELEASING.md).
|
||||
|
||||
## Risks and mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
| --- | --- |
|
||||
| Blender flatpak sandbox paths (cwd `/app/blender`) | Absolute paths everywhere; record the invocation in `MEMORY.md`. |
|
||||
| glTF colour space (linear factors vs sRGB textures) | Reuse `model_pipeline.srgb_to_linear`; bake textures as sRGB, keep factors linear; assert in `audit`. |
|
||||
| Skeleton retargeting vs current node math | Keep the bone names + a thin limb-rotation wrapper; fallback rig keeps old math running. |
|
||||
| Frame budget with skinned avatars | Measure first (`smoke_npc_budget.gd`); tune `LOD_TIERS`; impostor path unchanged. |
|
||||
| No SSAO in Compatibility | Bake AO into albedo/ORM; contact-shadow tune in Phase 4. |
|
||||
| AI output nondeterminism | Generation is dev-time only; commit outputs and gate with `audit`/`judge`/`compare`. |
|
||||
| Blender unavailable in CI | Committed `.glb` + textures; procedural fallback; `audit` skipped with reason when Blender is absent. |
|
||||
|
||||
## Acceptance criteria (definition of done)
|
||||
|
||||
1. NPCs and street furniture are Blender-authored meshes with baked maps; the
|
||||
character variants, gear, and props read as people/objects at conversation
|
||||
distance and survive a cinematic close-up.
|
||||
2. `Rig/Head`, the focus cone, nametag, theater poses, crowd reactions, and LOD
|
||||
all still work; all existing NPC tests pass unchanged or are updated with
|
||||
clear reasons.
|
||||
3. The game boots and plays from a fresh checkout with **no** Blender and no
|
||||
network (committed assets + procedural fallback).
|
||||
4. `npc_pipeline.py build` is deterministic and `audit` enforces the contract.
|
||||
5. 212 headless + 60 Python tests stay green (Blender-dependent Python tests
|
||||
skip with a reason when Blender is absent); `npc_pipeline.py audit` and
|
||||
`blender_assets.py audit` pass; NPC-budget and movement smokes pass;
|
||||
screenshot `compare`/`judge` and the library contact sheets show no
|
||||
regressions.
|
||||
6. The library is committed with its generator/manifest/previews, runtime
|
||||
selection and fallbacks are covered by tests, version bumped to v0.6.0,
|
||||
docs and ADR-0013 updated, release published.
|
||||
@@ -0,0 +1,14 @@
|
||||
# Screen-design judge report
|
||||
|
||||
Date: 2026-11-02
|
||||
Model: automatic cheapest image+JSON selection (`z-ai/glm-5.3-flash` at run time)
|
||||
Command: `python3 tools/screen_designs.py judge`
|
||||
Result: **21/21 match, 0 review, 0 diff**
|
||||
|
||||
The screenshot gallery was regenerated on the current build before judging, including the eight UI-state captures 14–21 added in `src/test/capture_ui_states.gd`.
|
||||
Accepted captures are in [`docs/screens/`](screens/README.md); the committed
|
||||
gallery is in [`docs/screenshots/`](screenshots/README.md).
|
||||
|
||||
The automatic model selection and retry/spend behavior is documented in
|
||||
[`docs/asset-tooling.md`](asset-tooling.md). This report intentionally records
|
||||
the outcome rather than generated captures, which remain local/gitignored.
|
||||
@@ -0,0 +1,17 @@
|
||||
# Screens and Visual Evidence
|
||||
|
||||
Visual references and generated QA evidence for Gig Line.
|
||||
|
||||
- [`concepts/README.md`](concepts/README.md) — AI-assisted realism concept frames
|
||||
- [`designs/README.md`](designs/README.md) — screen-design mockups
|
||||
- [`../screenshots/README.md`](../screenshots/README.md) — committed game gallery
|
||||
- `realism/` — locally generated realism runs (gitignored; no README requirement)
|
||||
|
||||
## Quick preview
|
||||
|
||||
| Screen | Reference | Current capture |
|
||||
| --- | --- | --- |
|
||||
| Venue | <img src="designs/venue_overview.png" width="320" alt="Venue design"> | <img src="../screenshots/01-venue-overview.png" width="320" alt="Venue capture"> |
|
||||
| Joke Shop | <img src="concepts/joke_shop/joke_shop_entrance_day.png" width="320" alt="Joke Shop reference"> | <img src="../screenshots/12-joke-shop.png" width="320" alt="Joke Shop capture"> |
|
||||
| TV Studio | <img src="designs/studio_arrival.png" width="320" alt="Studio design"> | <img src="../screenshots/13-studio-arrival.png" width="320" alt="Studio capture"> |
|
||||
| El Capitan | <img src="concepts/hollywood_boulevard/hollywood_boulevard_entrance_day.png" width="320" alt="El Capitan reference"> | <img src="../screenshots/01-venue-overview.png" width="320" alt="El Capitan capture"> |
|
||||
@@ -1,34 +1,103 @@
|
||||
# Scene concepts: the realistic target look
|
||||
|
||||
These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`,
|
||||
`openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not
|
||||
assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from
|
||||
`src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a
|
||||
file here; they are saved as `<name>-vN.png`.
|
||||
These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`, `openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as `<name>-vN.png`.
|
||||
|
||||
| Concept | Visual targets it sets |
|
||||
| --- | --- |
|
||||
| `hollywood_entrance_morning` | warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige |
|
||||
| `hollywood_entrance_golden_hour` | strong back light and rim light on people, marquee bulbs reading even in daylight |
|
||||
| `hollywood_entrance_rain_night` | dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog |
|
||||
| `boulevard_skyline_day` | deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt |
|
||||
| `boulevard_skyline_dusk` | purple/orange gradient sky, neon signs, lit windows, car light trails |
|
||||
| `joke_shop_alley_evening` | narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets |
|
||||
| `joke_shop_door_closeup` | close material detail: brick, mortar, aged wood door, brass |
|
||||
| `studio_stage_door_night` | granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier |
|
||||
| `sidewalk_material_closeup` | paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light |
|
||||
| `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium |
|
||||
| `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze |
|
||||
| `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement |
|
||||
## Real-world Hollywood block
|
||||
|
||||
Cross-cutting targets, for comparison with the 2026-11-01 captures in
|
||||
`docs/screens/realism/2026-11-01-v2/sheet.jpg`:
|
||||
The map-optimization references for the El Capitan Entertainment Centre block
|
||||
(6840 Hollywood Blvd) are in
|
||||
[`hollywood_boulevard/README.md`](hollywood_boulevard/README.md). The real-site
|
||||
facts and game mapping are documented in
|
||||
[`../../hollywood-boulevard-map.md`](../../hollywood-boulevard-map.md).
|
||||
|
||||
- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white,
|
||||
so it is overexposed.
|
||||
- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's
|
||||
"Evening" phase is a bright pink-orange frame.
|
||||
- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips
|
||||
supply this; the old box skyline did not.
|
||||
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the
|
||||
trees and shrubs are organic. The game uses flat walls and blob trees.
|
||||
## Concept list
|
||||
|
||||
### Hollywood Entrance
|
||||
|
||||

|
||||
warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige
|
||||
|
||||
### Hollywood Entrance Golden Hour
|
||||
|
||||

|
||||
strong back light and rim light on people, marquee bulbs reading even in daylight
|
||||
|
||||
### Hollywood Entrance Rain Night
|
||||
|
||||

|
||||
dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog
|
||||
|
||||
### Boulevard Skyline
|
||||
|
||||

|
||||
deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt
|
||||
|
||||
### Boulevard Skyline Dusk
|
||||
|
||||

|
||||
purple/orange gradient sky, neon signs, lit windows, car light trails
|
||||
|
||||
### The Joke Shop — Sunset Strip
|
||||
|
||||
The current Joke Shop map is based on The Comedy Store at 8433 Sunset Blvd.
|
||||
The real-site mapping, simplifications and reference photographs are in
|
||||
[`../../joke-shop-map.md`](../../joke-shop-map.md); the frames are in
|
||||
[`joke_shop/README.md`](joke_shop/README.md).
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
### Legacy Joke Shop Alley (pre-map optimization)
|
||||
|
||||

|
||||
narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets
|
||||
|
||||

|
||||
close material detail: brick, mortar, aged wood door, brass
|
||||
|
||||
These two frames describe the old alley layout and are retained for comparison;
|
||||
they are no longer the target for the Joke Shop map.
|
||||
|
||||
### Studio Stage Door Night
|
||||
|
||||

|
||||
granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier
|
||||
|
||||
### Sidewalk Material Closeup
|
||||
|
||||

|
||||
paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light
|
||||
|
||||
### Entrance Steps Podium
|
||||
|
||||

|
||||
granite steps, handrails, glass doors, the check-in podium
|
||||
|
||||
### Crowd Barrier Line
|
||||
|
||||

|
||||
steel barriers, a red carpet, a crowd with depth-of-field haze
|
||||
|
||||
### Responder Arrival Wide
|
||||
|
||||

|
||||
fire engine, turnout gear, red/blue light spill on wet pavement
|
||||
|
||||
### NPC Portrait Day
|
||||
|
||||

|
||||
close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots
|
||||
|
||||
The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the crowd out of frame, turns the subject into the camera and stands the guard on the sunlit side. It is the only shot where a face fills the frame, so it is the one to eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
|
||||
|
||||
Cross-cutting targets, for comparison with locally generated realism runs:
|
||||
|
||||
- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white, so it is overexposed.
|
||||
- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's "Evening" phase is a bright pink-orange frame.
|
||||
- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips supply this; the old box skyline did not.
|
||||
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the trees and shrubs are organic. The game uses flat walls and blob trees.
|
||||
|
||||
## Additional previews
|
||||
|
||||

|
||||
@@ -0,0 +1,19 @@
|
||||
# Hollywood Boulevard references
|
||||
|
||||
AI-generated art-direction frames for the real El Capitan Entertainment Centre
|
||||
block at 6840 Hollywood Boulevard. They are generated with
|
||||
`tools/scene_concepts.py generate --group scene --only ...` and are not shipped
|
||||
game textures. The geometry mapping and source links are in
|
||||
[`../../../hollywood-boulevard-map.md`](../../../hollywood-boulevard-map.md).
|
||||
|
||||
## Entrance — day
|
||||
|
||||

|
||||
|
||||
## Entrance — night
|
||||
|
||||

|
||||
|
||||
## Across the boulevard
|
||||
|
||||

|
||||
|
After Width: | Height: | Size: 1.6 MiB |