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No files matched your search
@@ -77,17 +77,45 @@ jobs:
|
|||||||
chmod +x tools/*.sh
|
chmod +x tools/*.sh
|
||||||
./tools/build_releases.sh
|
./tools/build_releases.sh
|
||||||
|
|
||||||
|
- name: Package Windows installer (NSIS)
|
||||||
|
run: |
|
||||||
|
sudo apt-get update && sudo apt-get install -y nsis p7zip-full
|
||||||
|
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
|
||||||
|
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
|
||||||
|
# and is rejected as a script path), and it resolves relative paths
|
||||||
|
# against the script directory — pass absolute paths from the workspace.
|
||||||
|
cp assets/textures/icon.ico packaging/windows/gig-line.ico
|
||||||
|
makensis \
|
||||||
|
-DVERSION="$VERSION" \
|
||||||
|
-DARTIFACT="$PWD/build/gig-line-windows-$VERSION.exe" \
|
||||||
|
-DICON="$PWD/packaging/windows/gig-line.ico" \
|
||||||
|
-DOUT="$PWD/build/gig-line-setup-$VERSION.exe" \
|
||||||
|
packaging/windows/gig-line.nsi
|
||||||
|
|
||||||
|
- name: Verify Windows installer contents
|
||||||
|
run: |
|
||||||
|
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
|
||||||
|
ls -la build/gig-line-setup-$VERSION.exe
|
||||||
|
7z l build/gig-line-setup-$VERSION.exe | grep -E "gig-line.exe|uninstall.exe"
|
||||||
|
|
||||||
|
- name: Package Linux AppImage
|
||||||
|
run: |
|
||||||
|
bash packaging/linux/build_appimage.sh
|
||||||
|
|
||||||
- name: Upload installers (workflow_dispatch)
|
- name: Upload installers (workflow_dispatch)
|
||||||
if: github.event_name == 'workflow_dispatch'
|
if: github.event_name == 'workflow_dispatch'
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: step-line-build
|
name: gig-line-build
|
||||||
path: build/*
|
path: build/*
|
||||||
if-no-files-found: error
|
if-no-files-found: error
|
||||||
|
|
||||||
- name: Publish Gitea release (tags only)
|
- name: Publish Gitea release (tags only)
|
||||||
if: startsWith(github.ref, 'refs/tags/')
|
if: startsWith(github.ref, 'refs/tags/')
|
||||||
env:
|
env:
|
||||||
|
# An explicit repo secret wins. Without one, publish_release.sh reuses
|
||||||
|
# the local git extraheader that actions/checkout configures for the job
|
||||||
|
# (the runner's own credentials), so tag builds still publish.
|
||||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||||
VERSION: ${{ github.ref_name }}
|
VERSION: ${{ github.ref_name }}
|
||||||
run: |
|
run: |
|
||||||
|
|||||||
@@ -1,3 +1,27 @@
|
|||||||
|
# Python
|
||||||
|
__pycache__/
|
||||||
|
*.py[cod]
|
||||||
|
*.pyo
|
||||||
|
*.pyd
|
||||||
|
*.pycache
|
||||||
|
*.pytest_cache
|
||||||
|
*.mypy_cache
|
||||||
|
*.coverage
|
||||||
|
coverage.xml
|
||||||
|
htmlcov/
|
||||||
|
dist/
|
||||||
|
build/
|
||||||
|
eggs/
|
||||||
|
*.egg-info/
|
||||||
|
.tox/
|
||||||
|
.nox/
|
||||||
|
*.venv/
|
||||||
|
venv/
|
||||||
|
ENV/
|
||||||
|
env/
|
||||||
|
env.bak/
|
||||||
|
venv.bak/
|
||||||
|
|
||||||
# Godot 4
|
# Godot 4
|
||||||
.godot/
|
.godot/
|
||||||
*.import
|
*.import
|
||||||
@@ -18,3 +42,34 @@ user://
|
|||||||
# CI runner workflow logs (written into the checkout by the Gitea runner)
|
# CI runner workflow logs (written into the checkout by the Gitea runner)
|
||||||
.gitea/logs/
|
.gitea/logs/
|
||||||
build/
|
build/
|
||||||
|
|
||||||
|
.env
|
||||||
|
|
||||||
|
# AI / asset-development outputs (regenerated by the tools; not shipped in the game)
|
||||||
|
assets/models/concepts/
|
||||||
|
assets/models/npc/*.blend1
|
||||||
|
assets/textures/npc/ai/
|
||||||
|
assets/textures/ai/*
|
||||||
|
!assets/textures/ai/game_ready/
|
||||||
|
# Godot extracts embedded glTF textures next to the source on import
|
||||||
|
assets/models/generated/npc_base_*_albedo.png
|
||||||
|
assets/models/generated/npc_base_*_normal.png
|
||||||
|
|
||||||
|
# Local AppImage extraction
|
||||||
|
squashfs-root/
|
||||||
|
# Blender asset library: per-asset Cycles renders are local review output (the
|
||||||
|
# committed review artefacts are docs/blender_previews/sheet_*.jpg), and Godot
|
||||||
|
# extracts the GLB-embedded textures next to the models on import.
|
||||||
|
docs/blender_previews/*.png
|
||||||
|
assets/models/blender/**/*.png
|
||||||
|
!assets/models/blender/**/*_ao.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/.
|
||||||
|
assets/textures/ai/game_ready/v2/*
|
||||||
|
!assets/textures/ai/game_ready/v2/picks/
|
||||||
|
docs/screens/realism/**/*.png
|
||||||
@@ -39,6 +39,10 @@ All planned implementation work must be represented in `TODO.md`.
|
|||||||
- Use checkbox items for each concrete task.
|
- Use checkbox items for each concrete task.
|
||||||
- Keep tasks small enough to complete and review independently.
|
- Keep tasks small enough to complete and review independently.
|
||||||
- Add new tasks when discoveries expand the scope.
|
- Add new tasks when discoveries expand the scope.
|
||||||
|
- When starting a task, claim it for the agent workflow by changing `[ ]` to `[-]`. Keep it `[-]`
|
||||||
|
while implementation or verification is in progress; only change it to `[x]` after the work and
|
||||||
|
relevant checks are finished. If work is abandoned or blocked, leave a clear note and return the
|
||||||
|
item to `[ ]` (or add a follow-up task).
|
||||||
- Mark a task complete only after the implementation and relevant verification are finished.
|
- Mark a task complete only after the implementation and relevant verification are finished.
|
||||||
- If any verification check fails, do not mark the task complete. Fix the failure, or if it cannot be fixed, add a follow-up task to `TODO.md`, record the failure in `MEMORY.md`, and report it in the handoff summary.
|
- If any verification check fails, do not mark the task complete. Fix the failure, or if it cannot be fixed, add a follow-up task to `TODO.md`, record the failure in `MEMORY.md`, and report it in the handoff summary.
|
||||||
- Do not use prose status updates as a substitute for checkboxes.
|
- Do not use prose status updates as a substitute for checkboxes.
|
||||||
@@ -52,7 +56,7 @@ Recommended format:
|
|||||||
## Core Gameplay
|
## Core Gameplay
|
||||||
|
|
||||||
- [ ] Add player movement controls.
|
- [ ] Add player movement controls.
|
||||||
- [ ] Implement NPC approach behavior.
|
- [-] Implement NPC approach behavior. (claimed; implementation/verification in progress)
|
||||||
- [x] Define escalation levels.
|
- [x] Define escalation levels.
|
||||||
|
|
||||||
## Documentation
|
## Documentation
|
||||||
@@ -141,6 +145,10 @@ For each task:
|
|||||||
5. Update documentation and `MEMORY.md` if the change creates lasting context.
|
5. Update documentation and `MEMORY.md` if the change creates lasting context.
|
||||||
6. Mark the task complete.
|
6. Mark the task complete.
|
||||||
7. Move its section to `DONE.md` when the entire section is complete.
|
7. Move its section to `DONE.md` when the entire section is complete.
|
||||||
|
8. Commit the changes to the version control system with a descriptive message.
|
||||||
|
9. If a section from `TODO.md` has been fully completed, 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.
|
Avoid unrelated refactors unless they are required for the task or explicitly approved.
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,87 @@
|
|||||||
|
# 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.
|
||||||
|
|
||||||
|
## [0.6.1] — 2026-11-01
|
||||||
|
|
||||||
|
### Added
|
||||||
|
|
||||||
|
- Gear-fit checks: `tools/blender_assets.py fit` reports head/skirt clearance,
|
||||||
|
and the headless suite verifies that head and back gear clears the body
|
||||||
|
silhouette.
|
||||||
|
- A refreshed Influencer portrait and gallery captures with a before/after
|
||||||
|
report in `docs/screens/realism/2026-11-01-gear/`.
|
||||||
|
- An explicit `--portrait-type` override for capturing hooded roles when a
|
||||||
|
scenario spawns one.
|
||||||
|
|
||||||
|
### Changed
|
||||||
|
|
||||||
|
- Narrowed the sunglasses so they sit inside the face silhouette.
|
||||||
|
- Moved the shoulder bag outboard so it clears both the coat and dress skirts.
|
||||||
|
- Raised the firefighter helmet so the brim no longer sits on the brow.
|
||||||
|
- Portrait captures now turn the subject toward the camera and hide the blue
|
||||||
|
focus overlay, so close-ups show the character rather than the UI.
|
||||||
|
- The README now links to focused docs pages for gameplay, architecture, setup,
|
||||||
|
asset tooling, development status and the manual smoke checklist.
|
||||||
|
|
||||||
|
### Fixed
|
||||||
|
|
||||||
|
- The shoulder bag no longer clips through the coat's skirt.
|
||||||
|
- The firefighter helmet no longer cuts into the brow ridge.
|
||||||
|
- The portrait subject no longer faces away from 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.
|
||||||
|
- Dedicated README docs for gameplay, architecture, setup, asset tooling,
|
||||||
|
development status and manual smoke testing.
|
||||||
|
|
||||||
|
### Changed
|
||||||
|
|
||||||
|
- Environment lighting, fog, sun angle and night glow were retuned for the new
|
||||||
|
skyline and surface assets.
|
||||||
|
- The flashlight beam is visible at night and the NPC detail pass adds faces,
|
||||||
|
hands and cuffs.
|
||||||
|
|
||||||
|
### Fixed
|
||||||
|
|
||||||
|
- The body-camera overlay no longer covers the shift status.
|
||||||
|
- Selecting a venue releases the menu input lock and recaptures the mouse.
|
||||||
|
|
||||||
|
## [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.
|
||||||
|
|
||||||
|
## [0.3.0] — 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.
|
||||||
@@ -4,23 +4,533 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
|
|
||||||
## Decisions
|
## Decisions
|
||||||
|
|
||||||
|
- 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`.
|
||||||
|
- `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: the finished lighting/flashlight/NPC items
|
||||||
|
are archived in `DONE.md`, and `TODO.md` carries three planned workstreams (NPC gear fit,
|
||||||
|
venue geometry + committed gallery, Forward+ desktop preset). New visual work should be added
|
||||||
|
as concrete steps under one of those headings instead of a new "realism" bucket.
|
||||||
|
|
||||||
|
- 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
|
||||||
|
`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 4.3 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.
|
||||||
- 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.
|
- 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`.
|
- 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`.
|
- 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 4.3 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.
|
- 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.
|
||||||
- Prototype shift duration defaults to 300 s for testing; production targets 10-15 minutes per PLAN.md.
|
- 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.
|
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
||||||
|
|
||||||
|
- **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
|
||||||
|
required, otherwise Godot's editor tries to import the committed `.blend` and hangs during
|
||||||
|
`--import` (also add `.gdignore` to local build/squashfs folders when scanning is slow).
|
||||||
|
- **Skinned NPC integration (v0.6.0):** `NpcAvatar._build_skinned_body()` loads
|
||||||
|
`npc_base.glb` and keeps `_build_body()` as fallback (`use_skinned_model=false` in tests).
|
||||||
|
Bone pose rotation is the **absolute local orientation**, not an offset from rest: compose with
|
||||||
|
`get_bone_rest(i).basis` or the whole body snaps to a broken pose. Proxies named Hip/Knee/
|
||||||
|
Shoulder/Elbow/Hand + Head marker preserve the old animation math; `Rig/Head` is the marker.
|
||||||
|
Five material slots are tinted via `SurfaceMaterials.npc_slot()`; keep `_rig.scale` uniform on
|
||||||
|
the skinned path. Budget: 16 avatars = **144 meshes**, ~6.9 ms headless.
|
||||||
|
- **NPC facing (fixed after v0.5.0):** the avatar's visual front is **+Z** (procedural eyes
|
||||||
|
and the Blender model's face). Godot `look_at()` aims **-Z**, which made every NPC walk
|
||||||
|
backwards. Use `NpcAvatar.yaw_towards(dir)` and set `rotation.y`; do not call `look_at()` on
|
||||||
|
avatars. Head-turn offsets use `+basis.z` for the same reason. Covered by
|
||||||
|
`test_yaw_faces_the_movement_direction`.
|
||||||
|
|
||||||
|
- **Image root (ADR-0014, 2026-11-01):** `assets/images/` is the runtime root for composed
|
||||||
|
interface/scene art (`ui/`, `scenes/`); tiled PBR textures stay under `assets/textures/`;
|
||||||
|
`docs/screens/designs/` and `docs/screens/concepts/` stay reference-only; QA captures stay in
|
||||||
|
`docs/screenshots/`. When a mockup becomes runtime art, copy/process it into `assets/images/`
|
||||||
|
with a new name (no overwrites) and keep a fallback in code.
|
||||||
|
**Mockup copies:** 21 design references live in `assets/images/ui/`; `docs/screens/designs/`
|
||||||
|
remains the reference-only copy. `tools/screen_designs.py` reads/writes the runtime root.
|
||||||
|
|
||||||
|
## Handoff (read this first)
|
||||||
|
|
||||||
|
- **Status (2026-11-01, after the gear-fit pass):** v0.6.1 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
|
||||||
|
clothing albedos into `assets/textures/npc/ai/{shirt,trousers,jacket,vest,
|
||||||
|
coat,dress}.png` (512×512, `--role tile`, gpt-5-image-mini; audit 6 good).
|
||||||
|
**Gotcha:** `asset_pipeline.py generate` defaults to `GEN_SIZE=2048`, which
|
||||||
|
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`
|
||||||
|
(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. 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
|
||||||
|
import. My own `godot --headless --path . --import` hung with no output past
|
||||||
|
the engine banner (two Godot instances contended on `.godot`); I killed the
|
||||||
|
orphan (PID 2482934). Do not run a second import while that `--editor --quit`
|
||||||
|
is active.
|
||||||
|
Next: Phase 3 (`NpcAvatar._load_model` + slot tinting) consumes
|
||||||
|
`palette.json` and the GLB; Phase 2's capture/judge item is blocked on that.
|
||||||
|
|
||||||
|
- **Git hygiene + tooling (2026-11-01):** dev asset folders are now gitignored
|
||||||
|
and untracked: `assets/models/concepts/`, `assets/models/npc/` (Blender
|
||||||
|
sources), `assets/textures/npc/ai/` (raw AI fabrics), and the raw
|
||||||
|
`assets/textures/ai/*` outputs (only `assets/textures/ai/game_ready/` stays).
|
||||||
|
Kept in the repo: `assets/textures/npc/*_{albedo,normal,orm}.png` +
|
||||||
|
`palette.json`, `assets/models/generated/*` (props + npc_base.glb), and the
|
||||||
|
authored `assets/textures/*` set. `tools/asset_pipeline.py generate` gained
|
||||||
|
`--variants N` — generates N alternatives saved as `<stem>-1..N.png` (N=1
|
||||||
|
keeps the unsuffixed path). Python tooling tests still pass (exit 0).
|
||||||
|
|
||||||
|
- **Screenshots + docs (2026-11-01):** regenerated the eleven README captures
|
||||||
|
(`capture_screenshots.gd` + `capture_prop_gallery.gd`) — ten changed, the
|
||||||
|
prop gallery is byte-identical (props unchanged). README gained an NPC
|
||||||
|
character-model subsection, a "Confirmed game assets" section (linked
|
||||||
|
`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.
|
||||||
|
|
||||||
|
- 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).
|
||||||
|
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.
|
||||||
|
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0
|
||||||
|
(now also covers wheel cycling and right-click clearing).
|
||||||
|
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
|
||||||
|
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
|
||||||
|
- **v0.3.0 (2026-10-31, working tree):** rendering pass (`src/game/materials.gd`, phase-driven
|
||||||
|
environment), generated `.glb` props (`tools/model_pipeline.py`, `assets/models/generated/`),
|
||||||
|
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
|
||||||
|
export target. `export_presets.cfg` gains a `Web` preset with `variant/thread_support=false`
|
||||||
|
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
|
||||||
|
`build/gig-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
|
||||||
|
`src/test/tests/test_web_export.gd`.
|
||||||
|
- **Prop atlas (v0.3.1):** `model_pipeline.atlas_for()` builds a per-prop power-of-two PNG with
|
||||||
|
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
|
||||||
|
GLB merges all parts into one primitive with constant per-vertex UVs (cell centre) and a single
|
||||||
|
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).
|
||||||
|
- **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
|
||||||
|
flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
|
||||||
|
`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
|
||||||
|
`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
|
||||||
|
- **Realism pass (2026-11-01, completed + adopted):** `tools/scene_concepts.py`
|
||||||
|
(`list`/`generate`/`process`/`promote`/`audit`/`realism`) never overwrites an image
|
||||||
|
(`next_free_path` adds `-vN`; `process` skips existing unless `--new`; `promote` keeps an
|
||||||
|
existing pick). Raw AI output: `assets/textures/ai/v2/raw/` (gitignored). Candidate pool:
|
||||||
|
`assets/textures/ai/game_ready/v2/` (gitignored) and the **tracked runtime assets** are
|
||||||
|
`.../v2/picks/{skyline_day,skyline_dusk,skyline_night,brick_facade,sidewalk_pavers,asphalt,
|
||||||
|
asphalt_wet,awning_canvas}.png` (+ `_normal`). Concepts `docs/screens/concepts/` (committed,
|
||||||
|
`.gdignore`, targets in its README). Runs `docs/screens/realism/<run>/` (PNG captures
|
||||||
|
gitignored; `report.{json,md}` + `sheet.jpg` committed).
|
||||||
|
`src/test/capture_realism.gd` runs five stages (day 0 s / evening 620 s / late 760 s /
|
||||||
|
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
|
||||||
|
`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
|
||||||
|
repeat, near the 2:1 panorama aspect). Legacy `assets/textures/skyline.png` is no longer
|
||||||
|
loaded but stays on disk for the `test_world` asset check.
|
||||||
|
**Phase look:** day sun 0.62 / exposure 0.6 / ambient 0.22; evening sun 0.12 / exposure
|
||||||
|
0.72 / dark violet sky; late exposure 0.95 / ambient 0.10 with the wet asphalt street and a
|
||||||
|
bright skyline tint (1.5) so the night windows read. Stripes: `stripe_period()` (detrended
|
||||||
|
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:** 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: `CHAR_MAX_VERTS` 5000 (see the library note), 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 (0.26) + `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; `npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) are unchanged.
|
||||||
|
**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
|
||||||
|
`albedo_color = WHITE` on unknown slots. Cycles CPU render ≈ 3 s/asset; Godot import of the
|
||||||
|
library is clean.
|
||||||
|
**Integration:** `NpcAvatar.character_model_for()` selects a variant by role/seed; only the
|
||||||
|
five contract slots are tinted (detail materials untouched; `npc_vest` keeps its fixed hivis
|
||||||
|
vest, firefighter/guard get dark uniform tints). Gear is attached at head/back/chest/hand and
|
||||||
|
falls back to primitives; `npc_hoodie` skips the extra hood gear. `WorldBuilder` prefers
|
||||||
|
`assets/models/blender/props/` for the six replacements and the new street dressing, fits the
|
||||||
|
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.
|
||||||
|
- **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
|
||||||
|
textures. Forward+ boots on desktop but is rejected for v0.6.0 (project-wide renderer, Web
|
||||||
|
must stay GL Compatibility). Headless 222/222, Python 69/69.
|
||||||
|
- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
|
||||||
|
degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
|
||||||
|
line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
|
||||||
|
- **NPC character pass (v0.5.0):** Rig is articulated (`Rig/Hip* -> Knee`, `Shoulder -> Elbow ->
|
||||||
|
Hand`); `outfit_for` adds layer/hair_style/hand_item; `_idle_layer` drives phone/clipboard/crossed
|
||||||
|
and escalation gestures; `_reaction_tag` shows `!!`, `?!`, `!`, `?`; `apply_lod` swaps to a
|
||||||
|
billboard impostor at 26 m (hysteresis 1.5 m); GameManager `_refresh_queue` assigns queue offsets.
|
||||||
|
Perf: 16 avatars = 534 meshes, ~6.9 ms headless.
|
||||||
|
- **Player movement (v0.5.0):** **W was inverted** (`get_axis(forward, back)` is negative for W and
|
||||||
|
the code multiplied it directly); now `forward * -input_dir.y`. Step-up uses test_move + a raised
|
||||||
|
copy (0.32 m). Guard emits footstep/landed/precision_changed; GameManager forwards them to
|
||||||
|
AudioFeedback and the HUD. Gamepad actions are added at runtime by
|
||||||
|
`GuardController._ensure_gamepad_bindings`; remaps persist via `Save` `input_bindings` and are
|
||||||
|
applied by `InputBindings.apply` (key/button events only). Windowed `smoke_movement.gd` guards it.
|
||||||
|
- **Scheduled TODO pass complete:** only the optional Future ideas remain (live replay, extra
|
||||||
|
venues, voice audio, image-to-mesh). Grounding facts: the
|
||||||
|
NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
|
||||||
|
value. Each task should get its own windowed smoke or capture where it changes feel/looks.
|
||||||
|
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
|
||||||
|
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
|
||||||
|
atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
|
||||||
|
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.
|
||||||
|
|
||||||
|
## 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 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
|
## Current State
|
||||||
|
|
||||||
- Core simulation, three scenarios, headless tests (**52 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
|
- **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
|
||||||
|
`exposure/glow/fog_color/fog_density/fog_energy/contrast/saturation/ambient_energy`.
|
||||||
|
Renderer is **GL Compatibility**, so SSAO/SSIL are unavailable; glow+fog+ACES are used
|
||||||
|
instead and unsupported settings are ignored rather than gated in code.
|
||||||
|
- World: scaled brick (uv 22,10), framed windows with per-window night emission
|
||||||
|
(`i % 3 != 2` lit), stone base course, door trim/handles, curb, lane dashes (the old
|
||||||
|
loop had `Vector3(i * 0.0, …)` and stacked every dash at x=0), street lamps use the
|
||||||
|
metal profile. The two flat planters that clipped the steps were removed.
|
||||||
|
- `tools/model_pipeline.py` builds `assets/models/generated/*.glb` (bollard, bench,
|
||||||
|
trash_bin, planter_box, newspaper_box, fire_hydrant) from box/cylinder specs;
|
||||||
|
`WorldBuilder._add_prop_model()` loads them with a procedural fallback and records
|
||||||
|
`loaded_models` / `fallback_props`. **Gotcha:** glTF `baseColorFactor` is LINEAR —
|
||||||
|
writing sRGB made every prop pastel; `srgb_to_linear()` is applied in `build_glb`.
|
||||||
|
**Gotcha:** a new/changed `.glb` needs `godot --headless --path . --import` before
|
||||||
|
`ResourceLoader.exists()` / `load()` sees it (test_generated_props fails otherwise).
|
||||||
|
- `model_pipeline.py concept` (OpenRouter, reads repo `.env`) writes per-prop concept
|
||||||
|
sheets to `assets/models/concepts/`; `dominant_colors()` centre-crops and weights by
|
||||||
|
saturation (a grey studio backdrop otherwise wins), `assign_roles()` maps colours by
|
||||||
|
hue/value. Delete a concept file to fall back to the catalogue palette.
|
||||||
|
- NPC avatars: `outfit_for(type, seed)` (pure) gives shirt/trousers/hair/skin +
|
||||||
|
accessory (cap, hood, backpack, sunglasses, lanyard) and height scale; `_arms` and
|
||||||
|
`_legs` now swing (`limb_swing`) while walking. Keep `Rig/Head` named for focus.
|
||||||
|
- Selection: `NpcFocus.rank_indices` (angle then distance) — `pick_index` = first.
|
||||||
|
`GuardController.cycle_target(direction)` walks nearest-first `nearby_candidates()` and
|
||||||
|
sets `target_pinned`, which makes `_update_target()` skip the cone. `clear_target()`
|
||||||
|
sets `focus_suppress_s = 0.75` so the cone does not instantly re-acquire the person.
|
||||||
|
New input actions `walk_slow` (Shift), `cycle_target_next` / `cycle_target_prev`
|
||||||
|
(wheel down / up). Right click with nothing open clears focus (Esc still pauses).
|
||||||
|
- HUD: `nearby_label` + `set_nearby_hint(count)` show `hud.nearby`; `hud.controls` and
|
||||||
|
`hud.targeting` mention the wheel and Shift.
|
||||||
|
- `tools/screen_designs.py`: catalogue now 19 screens (added wand_screening,
|
||||||
|
joke_shop_queue, studio_arrival, crowd_panic, responder_arrival,
|
||||||
|
body_camera_timeline, escalation_hud), new `list` command, `generate --only/--force`
|
||||||
|
(existing designs are kept by default so a draft run cannot clobber AI mockups),
|
||||||
|
and `judge --dry-run` no longer raises `KeyError: 'class'`.
|
||||||
|
- Screenshot tool leak: `capture_screenshots.gd` intermittently prints
|
||||||
|
`ObjectDB instances leaked at exit`. Verified against a `git worktree` of HEAD~ — the
|
||||||
|
baseline leaks more often (3/3 vs 1/3), so it is a pre-existing quit-timing artifact,
|
||||||
|
not a regression. Normal boots are clean.
|
||||||
|
|
||||||
|
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
|
||||||
|
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
|
||||||
|
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
|
||||||
|
`controller.screened`. Joke Shop/Studio gained `sidewalk`/`steps_end` waypoints. Wand venues roll
|
||||||
|
`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 (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
|
||||||
|
cancel). Crosshair CanvasLayer. Emergency still `R` only. Number keys 1–6 when the wheel is closed.
|
||||||
|
- Named input actions now exist and are used: `action_menu`, `confirm`, `cancel` (Esc + RMB),
|
||||||
|
`inspect` (E), `wand` (C). The old unused `interact` action was removed.
|
||||||
|
- Runtime fixes from the smoke: `Head` is +1.6 above the guard root (root sits on the floor); guard
|
||||||
|
spawns in front of the door facing the street; building volume moved to z ∈ [-8,-4] so the door,
|
||||||
|
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, 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 /
|
||||||
|
quit-to-menu. `SettingsPanel` (layer 22) writes `look_sensitivity` + `hud_font_scale` through
|
||||||
|
`Save.save_settings()` → `user://settings.json`; `Save.load_settings()` merges over
|
||||||
|
`Save.DEFAULT_SETTINGS` on boot and `GameManager._apply_settings()` pushes them into the guard/HUD.
|
||||||
|
Shift review "Run another shift" now calls `_show_start_menu()` (not a silent restart). `V` stays a
|
||||||
|
debug venue bind. Smoke: `src/test/smoke_session_shell.gd` (menu → shift → pause → settings → menu).
|
||||||
|
- **World follow-ups closed (2026-10-31):** skyline backdrop restored with `T_SKYLINE`
|
||||||
|
(`assets/textures/skyline.png`, regenerated RGBA with a transparent sky) and an
|
||||||
|
`TRANSPARENCY_ALPHA_SCISSOR` unshaded material (`_skyline_mat`); steps + landing are a
|
||||||
|
`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, 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
|
||||||
|
`GameManager._artifacts_for()` prepends a `RECOGNITION` artifact only after the player declares
|
||||||
|
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.
|
||||||
|
- **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
|
||||||
|
it when the target changes. (2) Nav path points sit on the navmesh plane (y=0) while bodies stand
|
||||||
|
at y≈0.5, so a 3D "are we there" test always looked 0.5 m away and the horizontal direction was
|
||||||
|
zero — compare horizontally. (3) `path[0]` is the old start point, so picking any point "far
|
||||||
|
enough away" can pick the point behind you and oscillate — pick the first point that is
|
||||||
|
**closer to the goal** than the current position. `_nav_try_frames`/`_move_direct` fallback is
|
||||||
|
still there.
|
||||||
|
- **Crowd reactions listen on the EventBus:** `CrowdSystem.apply_event()` emits
|
||||||
|
`event_bus.crowd_changed`; its own `changed` signal is never emitted. `GameManager._connect_crowd()`
|
||||||
|
therefore connects to `coordinator.event_bus.crowd_changed` (reconnect after every
|
||||||
|
`coordinator.setup()`, which recreates both crowd and event bus).
|
||||||
|
- **Crowd presentation:** `NpcAvatar.start_rubberneck(at)` (idle bystanders away from the door stop
|
||||||
|
and face the incident for 12 s) and `start_flee(from)` (panic: walk away at 2.4 m/s, then free
|
||||||
|
themselves). Someone `awaiting_interaction` within 3 m of the door is "engaged" and does not
|
||||||
|
rubberneck. Use `position` (not `global_position`) for that distance check so it also works in
|
||||||
|
headless tests outside the tree.
|
||||||
|
- **Perf:** a busy 16-NPC entrance measured ~1.2 ms/frame (824 fps with vsync off, 800 samples),
|
||||||
|
so LOD/culling is not warranted at `MAX_LIVE_NPCS = 16`. Re-measure before raising the cap.
|
||||||
|
- **Incident recording was dead:** `IncidentRecorder.start_incident()` was never called, so every
|
||||||
|
`add_event`/`add_access_evidence` silently no-opped and the review always showed 0 incidents.
|
||||||
|
`_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call
|
||||||
|
`_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved`
|
||||||
|
before building the review.
|
||||||
|
- **Editor-ready venues (2026-10-31):** `tools/export_venues.gd` (a SceneTree script) saves the
|
||||||
|
three factory scenarios to `content/venues/<id>.tres` with `ResourceSaver`; the `.tres` files
|
||||||
|
round-trip through `ResourceLoader` (events, profiles, policy, shift phases, door lines,
|
||||||
|
locations). `test_venue_resources.gd` also fails if the exported files are missing or stale
|
||||||
|
relative to the factory, so re-run the export after changing `ScenarioFactory`.
|
||||||
|
- **Vision judge (2026-10-31):** `python3 tools/screen_designs.py judge` sends the capture plus
|
||||||
|
its concept mockup to a vision model (`DEFAULT_JUDGE_MODEL = google/gemini-2.5-flash-lite`,
|
||||||
|
override with `--model`; `openai/gpt-4o-mini` also works). Reads the repo `.env` via
|
||||||
|
`_load_env_file()` (never overrides real env). Verdicts are classed `match` / `review`
|
||||||
|
(mismatch below `--fail-confidence`, default 0.6) / `diff` (confident mismatch → exit 1) /
|
||||||
|
`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 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 `%`,
|
||||||
|
unsupported conversions, and mixed positional/sequential placeholders. Tests cover all three
|
||||||
|
plus a formatting pass over every placeholder key with type-correct dummy args.
|
||||||
|
- **Authored scenario content (2026-10-31):** events can now carry `hint` (a string key logged
|
||||||
|
when the avatar spawns), `extra_spawns` (celebrity arrivals pull in tourists/influencers via
|
||||||
|
`_spawn_npc` with `kind: routine`), and `refuses_screening` (copied to
|
||||||
|
`NPCController.refuses_screening`; `_toggle_wand_screening` logs `wand.refused`, records a
|
||||||
|
`wand_refused` event, applies a small prop hit, and does not open the panel). `film_boundary`
|
||||||
|
is a new intent that maps to `steps_end` so the influencer stands past the posted line.
|
||||||
|
- **Accessibility (2026-10-31):** escalation text is `"<name> [###--] L3/5"` via
|
||||||
|
`Hud.escalation_meter(level)` (pure, tested) so the cue survives grayscale. HUD font scale uses
|
||||||
|
`add_theme_font_size_override` on the core labels (`set_font_scale`), **not** `Control.scale`,
|
||||||
|
which pushed the right-anchored clock label off-screen. Settings load before `_build_ui()`, so
|
||||||
|
`_ready()` re-applies player settings after the HUD exists.
|
||||||
|
- **Audio (2026-10-31):** `AudioFeedback.start_crowd_bed()` builds a 4 s looping `AudioStreamWAV`
|
||||||
|
(one-pole-filtered noise + 68/103 Hz drone, seeded) and `set_crowd_level(mood)` maps 0..1 to
|
||||||
|
-34..-12 dB. `play_radio_open/close` push short filtered-noise bursts. All procedural; with a
|
||||||
|
dummy (headless) audio server the calls are no-ops. `_free_player()` returns null when `_ready`
|
||||||
|
has not run (tests), and callers handle null.
|
||||||
|
- **NPC theater (2026-10-31):** `NpcAvatar.theater_pose()` maps `intent` + `arrived` to
|
||||||
|
idle/sit/photo/film/perform. Pure helpers `crouch_for_pose`, `prop_lift_for_pose`,
|
||||||
|
`sway_for_pose` keep the math testable. Sit lowers the rig by 0.34 and swings the legs forward
|
||||||
|
(negative X pitch; positive looked like kneeling). `_photo_prop` is set for influencer/tourist
|
||||||
|
cameras, `_sign_prop` for protester/performer boards; their base Y values are captured at build
|
||||||
|
time so the animation offsets from rest.
|
||||||
|
- **Body-camera timeline (2026-10-31):** `src/game/ui/event_timeline.gd` flattens
|
||||||
|
`review.incidents.incidents[].events` into one time-ordered list (`flatten`), formats each row
|
||||||
|
with `describe`, and steps with Left/Right or the buttons. `ShiftCoordinator.started_at_ms`
|
||||||
|
gives the review an absolute start for mm:ss stamps. `GameManager._open_timeline` hides the
|
||||||
|
review dim (two stacked overlays made the screen nearly black) and `_timeline_from_review`
|
||||||
|
restores it on close. Smoke: `src/test/smoke_timeline.gd`.
|
||||||
|
- **Radio dispatch was dead after the first shift:** `coordinator.setup()` builds a new
|
||||||
|
`RadioSystem`, so the `responder_arrived` connection made in `_ready` was lost on every venue
|
||||||
|
switch/restart (responders never resolved anything). `_connect_radio()` now re-wires it next to
|
||||||
|
`_connect_crowd()` after every setup. Same class of bug as the crowd signal.
|
||||||
|
- **Emergency aftermath:** `ShiftCoordinator.responder_outcomes` / `investigations` feed the review.
|
||||||
|
`evacuation` (emergency call, low danger, no weapon) locks the door, makes every NPC flee, marks
|
||||||
|
them `leave_requested`, and applies a `security_failure` hit. An emergency placed while
|
||||||
|
`current_npc_truth` has no weapon and `danger_level <= 1` appends an investigation note, records
|
||||||
|
`investigation_opened`, and applies `false_report` -6.
|
||||||
|
- **Skyline backdrop (2026-10-31):** `PlaneMesh` defaults to a **horizontal** XZ plane — set
|
||||||
|
`mesh.orientation = PlaneMesh.FACE_Z` or the "backdrop" renders as a band overhead. The skyline
|
||||||
|
is now a ring of four 400x60 planes at 200 m (center y=30, so building bases meet the ground),
|
||||||
|
`TEXTURE_FILTER` default, `TRANSPARENCY_ALPHA_SCISSOR` with threshold **0.5** (0.3 left faint
|
||||||
|
mip dashes across the sky), unshaded with a lifted albedo (`Color(2.6,2.7,3.0)`) so it is not
|
||||||
|
pure black. Ground is 500x500 so no sky gap shows under the buildings. The `skyline.png` import
|
||||||
|
needs `mipmaps/generate=true`.
|
||||||
|
- **Asset gotcha:** `assets/textures/game_ready/` is *not* imported (no `.import`). Use the
|
||||||
|
imported `assets/textures/skyline.png` path. Untracked duplicate folder should not be referenced.
|
||||||
|
- Host sign-in follow-up is **done**: `REQUIRE_SIGNIN_VIEW = false` in `/etc/gitea/app.ini`
|
||||||
|
(backup `app.ini.bak-*` alongside), Gitea restarted; anonymous repo page/API return 200 and
|
||||||
|
release assets download in full. Reverse by setting it back to `true` and restarting.
|
||||||
|
- **Release publishing was broken since v0.2.2 (fixed 2026-10-31):** `publish_release.sh`
|
||||||
|
only built `AUTH` in the `GITEA_TOKEN` branch; the `~/.git-credentials` branch set `CRED`
|
||||||
|
and then used unbound `${AUTH[@]}` under `set -u`, so every API call failed and the tag
|
||||||
|
job ended "could not create or find release". The repo also has **no** `GITEA_TOKEN`
|
||||||
|
secret (`/actions/secrets` is empty) and the runner has no git credentials. Fixes: the
|
||||||
|
script sets `AUTH=(-u "$CRED")`; the workflow falls back to `github.token`
|
||||||
|
(`secrets.GITEA_TOKEN || github.token`) — but `github.token` is **not** provided by this
|
||||||
|
Gitea/act runner, so the env dump showed no token and the v0.2.10 tag build failed again.
|
||||||
|
Final fix: `publish_release.sh` falls back to the **local git extraheader** that
|
||||||
|
`actions/checkout` writes (`git config --local --get-regexp '^http\..*\.extraheader$'`),
|
||||||
|
which carries the runner's basic-auth credentials for the same server. Verified locally by
|
||||||
|
adding that extraheader and publishing v0.2.10 (all five artifacts). **v0.2.9 and v0.2.10
|
||||||
|
are published**; v0.2.4–v0.2.8 tags have no artifacts. Verify the CI path on the next tag.
|
||||||
|
- **CI publishing verified (2026-10-31):** tagging v0.2.12 produced a release with all five
|
||||||
|
artifacts automatically (no repo secret), confirming the checkout-extraheader fallback.
|
||||||
|
- **Host access (2026-10-31):** `root@192.168.88.30` now works from this workstation (key auth),
|
||||||
|
host name `gitea`, Gitea 28.2.0. Maintenance applied: `apt-get clean`, journald capped to
|
||||||
|
`SystemMaxUse=300M` (`/etc/systemd/journald.conf.d/99-size.conf`, journal ~133M), disk at
|
||||||
|
~7.6G free of 16G.
|
||||||
|
- **Host disk resolved (2026-10-31):** the Gitea VM root filesystem was expanded from 7.8G to
|
||||||
|
16G (`/dev/mapper/pve-vm--500--disk--0`, now ~7.8G free). The pruned **v0.2.0** and **v0.2.9**
|
||||||
|
releases were restored from the local `build/` artifacts and verified (4 and 5 assets).
|
||||||
|
`git.allucanget.biz` runs on this host as user `zwitschi`; root@192.168.88.30 is **not**
|
||||||
|
reachable from this workstation (publickey denied; password auth closes the banner), so host
|
||||||
|
maintenance must go through a `zwitschi` login with sudo.
|
||||||
|
- **Host disk full (2026-10-31, historical):** the v0.2.11 tag build created release id 27 and logged the
|
||||||
|
uploads, but they failed with `HTTP 500 Attachments.Save: write … no space left on device`
|
||||||
|
(`/dev/mapper/pve-vm--500--disk--0`, 7.8G, 100%, 0 free). `git push` then failed too
|
||||||
|
("unpacker error"). Unblocked by deleting the superseded **v0.2.0** and **v0.2.9** releases
|
||||||
|
via the API (~565 MB of assets), then publishing v0.2.11 locally with the fixed script
|
||||||
|
(verified 5 assets). Remaining ~150 MB is tight — the next release needs host cleanup on
|
||||||
|
192.168.88.30: `sudo journalctl --vacuum-size=100M` (journal 837 MB), `sudo apt-get clean`
|
||||||
|
(91 MB), clear `/var/lib/gitea/data/attachments/tmp`. SSH works as `zwitschi`; `sudo -n`
|
||||||
|
needs a password. **Releases now:** v0.2.11, v0.2.10, v0.2.1 (5 assets each); v0.2.0 and
|
||||||
|
v0.2.9 entries were pruned. PLAN.md + ADRs 0007–0010 still describe the intended UX.
|
||||||
|
- **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage
|
||||||
|
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
|
||||||
|
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
|
||||||
|
(never `/D`), resolves relative `-DICON`/`-DARTIFACT` against the **script directory** so CI
|
||||||
|
passes `$PWD`-absolute paths; installed exe must be space-free (`gig-line.exe`); ICO must be
|
||||||
|
classic BMP entries (ImageMagick `icon:auto-resize=48,32,16`; PIL emits PNG-compressed ICOs NSIS
|
||||||
|
cannot load).
|
||||||
|
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
|
||||||
|
metadata now passes `--pedantic`.
|
||||||
|
- Distribution facts (verified via Gitea API + host creds): repo is **public**, account is
|
||||||
|
admin; `v0.2.1` has all 5 assets; the installers were initially missing from the release
|
||||||
|
because `publish_release.sh` uploaded only portables — now fixed (uploads installer +
|
||||||
|
AppImage; falls back to `~/.git-credentials` when no `GITEA_TOKEN`).
|
||||||
|
- Host sign-in: instance `[service] REQUIRE_SIGNIN_VIEW=true` blocks anonymous browse/download
|
||||||
|
(not a repo/API setting). `~/.git-credentials` holds the Gitea creds (basic-auth usable);
|
||||||
|
`.env` only holds `OPENROUTER_API_KEY`.
|
||||||
|
- **Release v0.2.0 was LIVE**: pushing the `v0.2.0` tag made Gitea Actions run the build job
|
||||||
|
and publish automatically (host has the `GITEA_TOKEN` secret). Tag page and `/releases` are
|
||||||
|
public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
|
||||||
|
(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
|
||||||
|
push. No local token needed.
|
||||||
|
- Core simulation, three scenarios, v0.2.1 installers/AppImage, first-person prototype (inspect/wand/radio, shift review, Tab targeting, V venue cycle) are on local `main`. Tagged v0.2.1 was 57 tests; this working tree is **74/74**.
|
||||||
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
|
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
|
||||||
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
|
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
|
||||||
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
|
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
|
||||||
- Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`.
|
- Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`.
|
||||||
- Wand screening (Joke Shop): `WandScreener` (new `src/core/wand_screener.gd`) classifies carried items as prohibited (`weapon/knife/gun/blade`) vs false-alarm (`keys/belt/phone/coins/watch/buckle`) vs clear. `NpcProfile.carried_items` holds guest items. `GameManager` binds `W` to `_toggle_wand_screening` and `A`/`D` to `decide_wand`; `decide_access` blocks admission at wand venues until `controller.screened` is true. `VenueScenario.door_staff_lines` holds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines).
|
- Wand screening (Joke Shop): `WandScreener` classifies carried items as prohibited vs false-alarm vs clear. `NpcProfile.carried_items` is filled at spawn on wand venues. `GameManager` binds **`C`** to `_toggle_wand_screening` and `A`/`D` to `decide_wand` while inspect/wand is open. `decide_access` still blocks admission until `controller.screened` is true, and `verify` now takes that flag. Door-staff lines log through GameManager.
|
||||||
- Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**.
|
- Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**.
|
||||||
`Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on
|
`Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on
|
||||||
`NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines`
|
`NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines`
|
||||||
@@ -54,20 +564,72 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
- Assets pipeline: `python3 tools/generate_textures.py` produces all authored PNGs under
|
- Assets pipeline: `python3 tools/generate_textures.py` produces all authored PNGs under
|
||||||
`assets/textures/` (≤1024px, pow2); regenerate after changing the script, then run
|
`assets/textures/` (≤1024px, pow2); regenerate after changing the script, then run
|
||||||
`godot --headless --import` before tests. 57 headless tests guard the pipeline.
|
`godot --headless --import` before tests. 57 headless tests guard the pipeline.
|
||||||
|
- General image pipeline: `python3 tools/asset_pipeline.py` defaults to
|
||||||
|
`openai/gpt-5-image-mini`, requests supported 1:1/3:2 sources, then fits each role's target.
|
||||||
|
It provides crop, resize, tile edge blending, alpha-glyph recoloring, and role-aware audits.
|
||||||
|
Screenshot auditing checks 1280x720 minimum, 16:9 aspect, and contrast; visual composition
|
||||||
|
remains a manual check. Python tools require Pillow from `requirements-tools.txt`.
|
||||||
|
- AI texture mode: `python3 tools/generate_textures.py --ai` generates textures via the
|
||||||
|
OpenRouter image API (`POST https://openrouter.ai/api/v1/images`, model
|
||||||
|
`bytedance-seed/seedream-4.5` by default, base64 PNG in `data[].b64_json`). Requires
|
||||||
|
`OPENROUTER_API_KEY` (a gitignored `.env` in the repo root holds it locally; source it
|
||||||
|
with `set -a && . ./.env && set +a`). `--prompt`/`--name`/`--model`/`--size` override the
|
||||||
|
default batch. Output is downscaled to ≤1024px. NOTE: seedream rejects sizes below
|
||||||
|
3,686,400 px (1920×1920), so the script requests `GEN_SIZE=2048` and downscales — do not
|
||||||
|
lower `GEN_SIZE` below 1920. Verified end-to-end 2026-10-31 (3 textures generated).
|
||||||
|
Legacy `--ai` remains on Seedream 4.5 and still ignores `background: transparent`; do not
|
||||||
|
use it for alpha-dependent assets. Gemini 3.1 Flash Image advertised broad ratios but the
|
||||||
|
current provider rejected authentication. The validated role-aware model is GPT-5 Image Mini.
|
||||||
|
- Runtime assets: all 15 loaded world/HUD/card textures now live in
|
||||||
|
`assets/textures/ai/game_ready/`; each passes role audit. Generated tile edges are blended,
|
||||||
|
icon alpha masks are recolored white where needed, and the vignette uses the existing
|
||||||
|
deterministic generator because the API returned an empty transparent image. The six
|
||||||
|
`docs/screenshots/` captures were regenerated after wiring and pass screenshot audit.
|
||||||
- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
|
- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
|
||||||
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
|
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
|
||||||
overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
|
overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
|
||||||
|
- Polish: wand scan cooldown (`WAND_COOLDOWN_S` + `wand.recharge` message).
|
||||||
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
|
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
|
||||||
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
|
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
|
||||||
|
|
||||||
|
- Screen-design references (`tools/screen_designs.py`, tests in `tools/test_screen_designs.py`):
|
||||||
|
`generate` turns the screen descriptions in `docs/` (README captions, ADRs 0007–0010,
|
||||||
|
PLAN, architecture) into reference images under `docs/screens/designs/` — `--draft`
|
||||||
|
draws offline Pillow wireframes, `--ai` generates realistic 3D scenes / in-game UI via
|
||||||
|
OpenRouter (default model `openai/gpt-5-image-mini`). Screens are tagged `scene` or
|
||||||
|
`ui`; prompts get a shared art-direction suffix, and requests use a 3:2 landscape
|
||||||
|
source cropped to 16:9 (not a square centre-crop). `compare` checks `docs/screenshots/*.png` for aspect/size/
|
||||||
|
blank-frame and coarse layout/palette/detail drift. Drift distances are warnings, not
|
||||||
|
failures: a mockup never matches a real render, so semantic composition is a follow-up
|
||||||
|
vision-model judge (tracked in TODO).
|
||||||
|
|
||||||
## Known Issues / Notes
|
## Known Issues / Notes
|
||||||
|
|
||||||
- RefCounted reference cycle: `NPCController` holds an `FSM` that holds a back-reference to its owner, so test suites report "resources still in use at exit". Benign (process exit), but worth breaking later (e.g. `WeakRef` or explicit `dispose()`).
|
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
|
||||||
|
`RefCounted`, and persistence tests free the `Save` node — the suite exits with no
|
||||||
|
"resources still in use" warnings (was ~13). If a future subsystem introduces a cycle,
|
||||||
|
repeat the WeakRef pattern.
|
||||||
|
- Shift length: `GameManager` uses the scenario's `shift_duration_s` (900s ≈ 10-15 min);
|
||||||
|
tests and the screenshot tool override elapsed time directly.
|
||||||
- Headless (dummy renderer) logs "Parameter m is null" from `mesh_get_surface_count`; it does not occur with a real GL driver and does not affect logic.
|
- Headless (dummy renderer) logs "Parameter m is null" from `mesh_get_surface_count`; it does not occur with a real GL driver and does not affect logic.
|
||||||
- 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.
|
- 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).
|
- 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).
|
- 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` authored but not yet surfaced in the prototype UI (tracked in TODO).
|
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
||||||
|
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
|
||||||
|
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
|
||||||
|
- Headless suite is **229/229**; the windowed smokes, screenshot compare and judge pass. Remaining visual follow-ups are in `TODO.md`.
|
||||||
|
- 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
|
||||||
|
parse error. Type it as the script type (`ActionRadial`) or annotate the local explicitly.
|
||||||
|
`--check-only --script` cannot see the `Save` autoload; use a real boot (`--quit-after 180`) to
|
||||||
|
verify a full-scene compile.
|
||||||
|
- 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/`.
|
||||||
|
|
||||||
## Open Questions
|
## Open Questions
|
||||||
|
|
||||||
@@ -75,8 +637,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
- Localization target languages beyond English.
|
- Localization target languages beyond English.
|
||||||
- macOS notarization approach for broad distribution.
|
- macOS notarization approach for broad distribution.
|
||||||
|
|
||||||
## Plan vs TODO Gaps (evaluated 2026-10-31, all resolved)
|
## Plan vs code
|
||||||
|
|
||||||
All previously identified gaps are now implemented and covered by tests/smoke items: PROTESTER archetype, door lock/secure, flashlight, CALL_SOMEONE reaction, LATE phase fix, shift-result persistence, NavigationAgent3D movement, and JSON-backed localization. Remaining backlog lives in `TODO.md`.
|
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
|
||||||
|
2026-11-01 the playable build covers all three venues, controls, access/radio/evidence/review,
|
||||||
|
the Blender asset library, the realism pass, and the visual-alignment pass. `TODO.md` holds only
|
||||||
|
the realism follow-ups and optional future ideas. The project uses a custom headless runner, not
|
||||||
|
GUT, and Gitea Actions, not GitHub Actions.
|
||||||
|
|
||||||
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|
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|
||||||
|
|
||||||
|
## Uncommitted Workstreams
|
||||||
|
|
||||||
|
- **None (2026-11-01).** The NPC detail pass, the realism follow-ups and the flashlight beam
|
||||||
|
decision are committed together with the portrait capture and the refreshed screenshots.
|
||||||
|
Keep the rule from `AGENTS.md`: check `git status` before committing, and never revert
|
||||||
|
another contributor's in-flight files.
|
||||||
@@ -1,461 +1,187 @@
|
|||||||
# Game Plan: Step Line
|
# Game Plan: Gig Line
|
||||||
|
|
||||||
## Premise
|
## 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 fictional Hollywood Boulevard building. 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
|
## Core Gameplay Loop
|
||||||
|
|
||||||
1. Watch the stairs, entrance, and sidewalk.
|
1. Watch the entrance, steps, queue, and sidewalk.
|
||||||
2. Identify why each person is approaching.
|
2. Work out why each person is approaching.
|
||||||
3. Give verbal warnings and directions.
|
3. Use a gesture or short direction before escalating.
|
||||||
4. Escalate only when necessary.
|
4. Verify authorized access when the venue requires it.
|
||||||
5. Call for assistance in rare dangerous situations.
|
5. Escalate only when the person refuses, forces entry, or presents a genuine threat.
|
||||||
6. Maintain public safety, building security, and your employer’s reputation.
|
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.
|
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 person presents a valid event or staff wristband, which the guard checks before opening the entrance.
|
|
||||||
|
|
||||||
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
|
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.
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## NPC Behavior Types
|
## NPC Behavior Types
|
||||||
|
|
||||||
## Tourists
|
- **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.
|
||||||
- Take photos
|
- **Influencers and filmmakers:** film the guard, test boundaries, and create public-relations risk.
|
||||||
- Sit on steps
|
- **Confused visitors:** may have appointments or genuinely believe the building is public; reward patient explanation.
|
||||||
- Wander toward restricted doors
|
- **Intoxicated pedestrians:** move unpredictably, ignore instructions, and need extra distance or assistance.
|
||||||
- Usually respond well to polite directions
|
- **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.
|
||||||
## Street Performers
|
- **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.
|
||||||
|
|
||||||
- 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
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Special Systems
|
## 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
|
### Evidence and Body Camera
|
||||||
- Response time
|
|
||||||
- Accuracy of radio reports
|
|
||||||
- Number of unnecessary confrontations
|
|
||||||
- Public complaints
|
|
||||||
- Property damage
|
|
||||||
- Whether the entrance remained secure
|
|
||||||
|
|
||||||
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
|
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.
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Shift Structure
|
## 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
|
### Hollywood Boulevard Building
|
||||||
|
|
||||||
Lighting decreases. Intoxicated pedestrians and aggressive groups become more common.
|
The original scenario: a building entrance with steps, sidewalk, street lamps, and a restricted door. Tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in crisis, and rare violent threats approach from the boulevard.
|
||||||
|
|
||||||
### 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 comedy-club entrance. 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
|
- a busy weekend show creates a long line;
|
||||||
- Most incidents are resolved without physical force
|
- a performer arrives through the guest entrance;
|
||||||
- Public access remains clear
|
- a guest has a reservation but no ID;
|
||||||
- Emergency calls are justified
|
- a fake or borrowed ID appears;
|
||||||
- No bystanders are injured
|
- a wand alert comes from keys or a belt;
|
||||||
- The player follows company policy
|
- 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
|
### Hollywood Boulevard Late Night TV Studio
|
||||||
- Repeatedly confronting innocent people
|
|
||||||
- Ignoring a real threat
|
|
||||||
- Making false radio reports
|
|
||||||
- Allowing repeated unauthorized entry
|
|
||||||
- Causing a crowd or panic
|
|
||||||
|
|
||||||
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.
|
The visual direction is readable stylized realism:
|
||||||
- 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.
|
|
||||||
|
|
||||||
### 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:
|
Remaining visual work is tracked in `TODO.md` (NPC fidelity and the two venue stages), not in this plan.
|
||||||
|
|
||||||
- A valid ID and ticket
|
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).
|
||||||
- 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.
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
## Tech Stack
|
## Tech Stack
|
||||||
|
|
||||||
## Engine: Godot 4
|
- **Engine:** Godot 4.3, GL Compatibility renderer (Web parity).
|
||||||
|
- **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, and a Web zip.
|
||||||
|
|
||||||
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
|
`config/version` in `project.godot` is the single version source (currently `0.6.1`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the six artifacts. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
|
||||||
|
|
||||||
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 the GUT (Godot Unit Test) framework.
|
|
||||||
- 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.
|
|
||||||
- GitHub Actions runs headless Godot tests and, in later stages, exports desktop builds.
|
|
||||||
|
|
||||||
## 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 via GUT.
|
|
||||||
|
|
||||||
## Export Targets
|
|
||||||
|
|
||||||
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
|
|
||||||
|
|
||||||
## Design Direction
|
## 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.
|
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.**
|
> **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.
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
# Step Line
|
# Gig Line
|
||||||
|
|
||||||
Step Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
|
Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
|
||||||
|
|
||||||
The central design goal is simple:
|
The central design goal is simple:
|
||||||
|
|
||||||
@@ -13,177 +13,88 @@ The central design goal is simple:
|
|||||||
|  |  |
|
|  |  |
|
||||||
|  |  |
|
|  |  |
|
||||||
|  |  |
|
|  |  |
|
||||||
|
|  |  |
|
||||||
|
|  |  |
|
||||||
|
|  | |
|
||||||
|
|
||||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build — day and late-night shifts.*
|
*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.*
|
||||||
|
|
||||||
## ⬇️ Downloads
|
## ⬇️ Downloads
|
||||||
|
|
||||||
| Platform | Package |
|
| Platform | Package |
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| **Windows** | [`step-line-windows.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
|
| **Windows — installer** | [`gig-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
|
||||||
| **Linux** | [`step-line-linux.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
|
| **Windows — portable** | [`gig-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
|
||||||
| **macOS** | [`step-line-macos.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
| **Linux — AppImage** | [`gig-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
|
||||||
|
| **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) |
|
||||||
|
|
||||||
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||||
|
|
||||||
> Releases are built automatically by Gitea Actions when a `vX.Y.Z` tag is
|
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||||
> pushed (see [`docs/RELEASING.md`](docs/RELEASING.md)). Manual builds are
|
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||||
> produced with `./tools/build_releases.sh`.
|
>
|
||||||
|
> **Latest: v0.6.1** — fitted NPC gear, a refreshed portrait/gallery capture and the
|
||||||
|
> post-v0.6.0 realism/visual-alignment work (v2 skylines/textures, UI mockup art,
|
||||||
|
> flashlight beam, HUD fixes).
|
||||||
|
> 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.
|
||||||
>
|
>
|
||||||
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
||||||
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
|
> `xattr -dr com.apple.quarantine gig-line-macos.zip`. Build instructions and
|
||||||
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
|
> 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
|
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 4.3 + 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.
|
||||||
|
|
||||||
## Game Overview
|
## Game Overview
|
||||||
|
|
||||||
A typical shift lasts 10–15 minutes. The player:
|
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
|
||||||
|
each person is approaching, verify access with recognition, wristbands, IDs,
|
||||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
tickets or credentials, and escalate only when necessary. The game rewards calm
|
||||||
2. Determines why each person is approaching.
|
resolution over force. The full mechanics — the three venues, the six-level
|
||||||
3. Uses simple gestures or polite directions first.
|
escalation model, and the core systems — are in
|
||||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
|
||||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
[`PLAN.md`](PLAN.md).
|
||||||
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 in `assets/textures/` (≤1024px, power-of-two) produced by `tools/generate_textures.py` and imported by Godot; structural geometry stays procedural (`WorldBuilder`)
|
|
||||||
- **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
|
|
||||||
|
|
||||||
### 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
|
|
||||||
```
|
|
||||||
|
|
||||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
|
||||||
|
|
||||||
### Controls
|
|
||||||
|
|
||||||
| Input | Action |
|
|
||||||
| --- | --- |
|
|
||||||
| W/A/S/D + mouse | Move and look |
|
|
||||||
| Esc | Release / capture mouse |
|
|
||||||
| Q | Polite direction (Level 1) |
|
|
||||||
| 1 / 2 / 3 | Simple gestures: raise hand, point, head shake (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 |
|
|
||||||
| W | Handheld wand screening (wand venues only) |
|
|
||||||
| A / D | Allow / deny entry during inspection or wand check |
|
|
||||||
| V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) |
|
|
||||||
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
|
|
||||||
| G | Toggle flashlight (widens NPC perception at night) |
|
|
||||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
|
||||||
| F | Toggle debug overlay |
|
|
||||||
|
|
||||||
## Architecture
|
## 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.x · **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
|
## Project Documentation
|
||||||
|
|
||||||
@@ -192,38 +103,25 @@ The full arc42-style architecture documentation lives in [`docs/architecture.md`
|
|||||||
- [`TODO.md`](TODO.md) — Active checkbox task list.
|
- [`TODO.md`](TODO.md) — Active checkbox task list.
|
||||||
- [`DONE.md`](DONE.md) — Completed task sections.
|
- [`DONE.md`](DONE.md) — Completed task sections.
|
||||||
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
||||||
|
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
|
||||||
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
||||||
|
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
|
||||||
|
- [`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/adr/`](docs/adr/) — Architecture Decision Records.
|
- [`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.
|
||||||
|
|
||||||
## Development Status
|
## Development Status
|
||||||
|
|
||||||
Implemented so far:
|
v0.6.1 shipped (fitted NPC gear and refreshed captures) on top of v0.6.0's
|
||||||
|
Blender character/gear/prop library, baked AO and environment lift. The
|
||||||
- Godot 4.3 project scaffold, input map, procedural world builder
|
realism and visual-alignment passes are part of the same release. See
|
||||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
[`docs/development-status.md`](docs/development-status.md) for the full
|
||||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
implemented list and [`TODO.md`](TODO.md) for what's next. Manual verification
|
||||||
- Headless unit tests: **52 passing** (access rules, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings)
|
uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
|
||||||
- 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
|
|
||||||
- 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)
|
|
||||||
|
|
||||||
Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, RefCounted cycle cleanup, and crowd performance profiling/LOD (see `TODO.md`).
|
|
||||||
|
|
||||||
### Smoke Test Checklist
|
|
||||||
|
|
||||||
1. `godot --path .` starts the game without script errors.
|
|
||||||
2. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
|
||||||
3. NPCs spawn and approach the entrance during the first minutes.
|
|
||||||
4. Aiming at an NPC shows its archetype and intent in the HUD.
|
|
||||||
5. Pressing `Q` produces a reaction log entry and reputation feedback.
|
|
||||||
6. `E` opens access inspection showing artifacts and policy result; `A`/`D` record a decision.
|
|
||||||
7. `6` opens the assistance form; submitting shows dispatch feedback.
|
|
||||||
8. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
|
||||||
9. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
|
||||||
10. `F` toggles the debug overlay with NPC states and shift stats.
|
|
||||||
11. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
|
||||||
12. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history.
|
|
||||||
|
|
||||||
## Development Workflow
|
## Development Workflow
|
||||||
|
|
||||||
|
|||||||
@@ -1,38 +1,71 @@
|
|||||||
# TODO
|
# TODO
|
||||||
|
|
||||||
## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
|
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.
|
||||||
|
|
||||||
Goal: users hitting the README **Downloads** section can download a playable version from
|
## Venue geometry and the committed gallery (v0.6.1)
|
||||||
`https://git.allucanget.biz/zwitschi/security-game/releases`.
|
|
||||||
|
|
||||||
- [x] Install Godot 4.3 export templates locally.
|
Today all three venues share the Hollywood `WorldBuilder` geometry, so the Joke Shop and studio
|
||||||
- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (built for 0.2.0).
|
concepts are only compared on lighting (noted in `tools/scene_concepts.py` `SHOTS`). They also
|
||||||
- [x] Linux binary smoke-tested (headless, 0 script errors).
|
have no stage in the committed `docs/screenshots/` gallery, only in `capture_realism.gd`.
|
||||||
- [ ] Publish the release — **blocked on `GITEA_TOKEN`**: once the token is available run
|
|
||||||
`GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0`, or (if the repo secret is already set
|
|
||||||
on the host) push the `v0.2.0` tag and let CI publish via `.gitea/workflows/build.yml`.
|
|
||||||
- [ ] Confirm the README Downloads links resolve: check
|
|
||||||
`https://git.allucanget.biz/zwitschi/security-game/releases` and download one artifact.
|
|
||||||
|
|
||||||
## Future Systems (design-level backlog)
|
- [ ] Extract a geometry spec per venue instead of branching inline: a `scenario.` (or
|
||||||
|
`WorldBuilder`) table of facade width/height, door style, window rows, awning/marquee
|
||||||
|
flags, street furniture set, palette and props, defaulting to the Hollywood values so
|
||||||
|
nothing regresses.
|
||||||
|
- [ ] 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.
|
||||||
|
- [ ] 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.
|
||||||
|
- [ ] Keep navigation working: regenerate/verify the `NavigationRegion3D` bake per venue,
|
||||||
|
update sidewalk/steps/door waypoints (Joke Shop and Studio already have `sidewalk` and
|
||||||
|
`steps_end`), and confirm NPCs still reach the door (smoke + `test_venue_*`).
|
||||||
|
- [ ] Split the concept mapping so each venue is judged on its own frame (`joke_shop_*`,
|
||||||
|
`studio_*`) and drop the "shared geometry" caveat in `tools/scene_concepts.py`.
|
||||||
|
- [ ] Add both venues to the committed gallery: two new stages in
|
||||||
|
`src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reusing the
|
||||||
|
existing `joke_shop_queue` / `studio_arrival` designs, then `check_screenshots.sh` and a
|
||||||
|
fresh judge run.
|
||||||
|
- [ ] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
|
||||||
|
table when the stages land.
|
||||||
|
|
||||||
- [ ] Body-camera replay timeline in the shift review.
|
## Forward+ desktop preset and a volumetric flashlight (v0.7.0)
|
||||||
- [ ] Long (10-15 minute) shift lengths (phase lighting already implemented).
|
|
||||||
- [ ] Venue selection startup menu (keyboard cycling with `V` is implemented).
|
|
||||||
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
|
|
||||||
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
|
|
||||||
|
|
||||||
## Open Polish
|
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.
|
||||||
|
|
||||||
- [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a
|
- [ ] Write the preset as an `override.cfg` (Godot reads it beside the binary/project) that sets
|
||||||
short per-guest scan animation.
|
`rendering/renderer/rendering_method="forward_plus"`, enables `volumetric_fog_*` and SDFGI,
|
||||||
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
and keeps the Compatibility build as the default (`project.godot` unchanged).
|
||||||
|
- [ ] 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.
|
||||||
|
- [ ] 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 (the reason the wide cone was cut).
|
||||||
|
- [ ] A/B the two renderers with `capture_realism.gd` (same stages, two `--out` dirs) and record
|
||||||
|
the diff + judge scores in `docs/screens/realism/<date>-forward-plus/`.
|
||||||
|
- [ ] 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`.
|
||||||
|
- [ ] Test: a headless run must still boot when Forward+ is unavailable (the preset must degrade
|
||||||
|
to Compatibility instead of failing to start).
|
||||||
|
|
||||||
## Detailed Graphics — remaining performance items
|
## Realism follow-ups (deferred)
|
||||||
|
|
||||||
The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is
|
- [ ] Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit
|
||||||
performance hardening only.
|
`--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.
|
||||||
|
|
||||||
- [ ] Profile the crowd: ensure textured materials and props hold target frame rate around a
|
## Future ideas (optional, not scheduled)
|
||||||
busy entrance.
|
|
||||||
- [ ] Add LOD or culling for distant NPCs/props if the crowd grows.
|
- [ ] Live 3D body-camera replay (the timeline is text-only today).
|
||||||
|
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
|
||||||
|
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
|
||||||
|
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
|
||||||
|
`assets/models/generated/<prop>.glb` contract.
|
||||||
|
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