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No files matched your search
@@ -7,6 +7,10 @@ on:
|
||||
pull_request:
|
||||
workflow_dispatch:
|
||||
|
||||
env:
|
||||
GODOT_VERSION: "4.7.2"
|
||||
GODOT_BIN: /usr/local/bin/godot
|
||||
|
||||
jobs:
|
||||
checks:
|
||||
name: Import + headless tests
|
||||
@@ -17,12 +21,23 @@ jobs:
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Godot 4.3
|
||||
- name: Restore Godot binary cache
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: /usr/local/bin/godot
|
||||
key: godot-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
|
||||
|
||||
- name: Install Godot 4.7.2
|
||||
run: |
|
||||
if [ -x /usr/local/bin/godot ]; then
|
||||
godot --version
|
||||
exit 0
|
||||
fi
|
||||
curl -sL -o /tmp/godot.zip \
|
||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
|
||||
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
|
||||
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
|
||||
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
|
||||
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
|
||||
godot --version
|
||||
|
||||
- name: Import project (build class cache)
|
||||
run: godot --headless --import
|
||||
@@ -56,18 +71,38 @@ jobs:
|
||||
steps:
|
||||
- uses: actions/checkout@v4
|
||||
|
||||
- name: Install Godot 4.3 and export templates
|
||||
- name: Restore Godot binary cache
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: /usr/local/bin/godot
|
||||
key: godot-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
|
||||
|
||||
- name: Restore export templates cache
|
||||
uses: actions/cache@v4
|
||||
with:
|
||||
path: ~/.local/share/godot/export_templates/4.7.2.stable
|
||||
key: godot-templates-${{ runner.os }}-${{ env.GODOT_VERSION }}-v1
|
||||
|
||||
- name: Install Godot 4.7.2 and export templates
|
||||
run: |
|
||||
curl -sL -o /tmp/godot.zip \
|
||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
|
||||
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
|
||||
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
|
||||
if [ ! -x /usr/local/bin/godot ]; then
|
||||
curl -sL -o /tmp/godot.zip \
|
||||
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
|
||||
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
|
||||
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
|
||||
fi
|
||||
godot --version
|
||||
if [ -f "$HOME/.local/share/godot/export_templates/4.7.2.stable/linux_release.x86_64" ]; then
|
||||
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
|
||||
exit 0
|
||||
fi
|
||||
curl -sL -o /tmp/templates.tpz \
|
||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
|
||||
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
|
||||
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
|
||||
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
|
||||
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
|
||||
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_export_templates.tpz
|
||||
rm -rf /tmp/tpl && mkdir -p /tmp/tpl
|
||||
unzip -qo /tmp/templates.tpz -d /tmp/tpl
|
||||
mkdir -p "$HOME/.local/share/godot/export_templates/4.7.2.stable"
|
||||
cp /tmp/tpl/templates/* "$HOME/.local/share/godot/export_templates/4.7.2.stable/"
|
||||
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
|
||||
|
||||
- name: Import project
|
||||
run: godot --headless --import
|
||||
@@ -84,19 +119,19 @@ jobs:
|
||||
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
|
||||
# and is rejected as a script path), and it resolves relative paths
|
||||
# against the script directory — pass absolute paths from the workspace.
|
||||
cp assets/textures/icon.ico packaging/windows/step-line.ico
|
||||
cp assets/textures/icon.ico packaging/windows/gig-line.ico
|
||||
makensis \
|
||||
-DVERSION="$VERSION" \
|
||||
-DARTIFACT="$PWD/build/step-line-windows-$VERSION.exe" \
|
||||
-DICON="$PWD/packaging/windows/step-line.ico" \
|
||||
-DOUT="$PWD/build/step-line-setup-$VERSION.exe" \
|
||||
packaging/windows/step-line.nsi
|
||||
-DARTIFACT="$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/step-line-setup-$VERSION.exe
|
||||
7z l build/step-line-setup-$VERSION.exe | grep -E "step-line.exe|uninstall.exe"
|
||||
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: |
|
||||
@@ -106,13 +141,16 @@ jobs:
|
||||
if: github.event_name == 'workflow_dispatch'
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: step-line-build
|
||||
name: gig-line-build
|
||||
path: build/*
|
||||
if-no-files-found: error
|
||||
|
||||
- name: Publish Gitea release (tags only)
|
||||
if: startsWith(github.ref, 'refs/tags/')
|
||||
env:
|
||||
# An explicit repo secret wins. Without one, publish_release.sh reuses
|
||||
# the local git extraheader that actions/checkout configures on the job
|
||||
# (the runner's own credentials), so tag builds still publish.
|
||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||
VERSION: ${{ github.ref_name }}
|
||||
run: |
|
||||
|
||||
@@ -43,4 +43,33 @@ user://
|
||||
.gitea/logs/
|
||||
build/
|
||||
|
||||
.env
|
||||
.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): candidate pools, per-run captures and
|
||||
# generated reports stay local; validated picks are tracked under
|
||||
# game_ready/v2/picks/ (ADR-0014). Concept references are committed in
|
||||
# docs/screens/concepts/, but generated QA lives outside the repository.
|
||||
assets/textures/ai/game_ready/v2/*
|
||||
!assets/textures/ai/game_ready/v2/picks/
|
||||
docs/screens/realism/
|
||||
@@ -14,6 +14,14 @@ The project should be developed in small, reviewable steps. Agents must keep pla
|
||||
- `MEMORY.md` — Persistent session memory for important decisions, discoveries, unresolved questions, constraints, and useful implementation context.
|
||||
- `README.md` — Root-level documentation for the project. It should explain what the game is, how to work on it, how to run it, and where to find project information.
|
||||
- `AGENTS.md` — This collaboration and agent workflow guide.
|
||||
- `CHANGELOG.md` — The version history of user-facing changes. Keep an entry for each patch, minor, and major version.
|
||||
- `docs/development-status.md` — The implemented-features list and what is not yet implemented. Update it whenever a feature lands, is renamed, or is removed.
|
||||
- `docs/architecture.md` — The arc42-style architecture documentation (goals, constraints, building blocks, runtime views, decisions, risks).
|
||||
- `docs/gameplay.md` — Gameplay systems, venues, and the escalation model.
|
||||
- `docs/asset-tooling.md` — Asset pipelines, model tools, and screenshot gates.
|
||||
- `docs/getting-started.md` — Setup, run/test commands, and the controls table.
|
||||
- `docs/smoke-checklist.md` — The manual smoke-test checklist.
|
||||
- `docs/adr/` — Architecture Decision Records.
|
||||
|
||||
## Required Workflow
|
||||
|
||||
@@ -36,9 +44,19 @@ Do not assume that a task is unimplemented without checking the code and documen
|
||||
All planned implementation work must be represented in `TODO.md`.
|
||||
|
||||
- Use headings to group related work into sections.
|
||||
- Use checkbox items for each concrete task.
|
||||
- Use level-2 headings (`##`) for milestones or stable themes. A milestone should state its goal
|
||||
and an explicit exit criterion; a theme groups small related work that does not need a
|
||||
milestone.
|
||||
- Use level-3 headings (`###`) for workstreams inside a milestone (for example, `0.8.1
|
||||
First-shift tutorial`). Keep the hierarchy to three levels: milestone → workstream → checkbox.
|
||||
- Use checkbox items for each concrete task, normally under a level-3 workstream. Direct
|
||||
checkboxes under a level-2 section are acceptable for small, single-workstream sections.
|
||||
- Keep tasks small enough to complete and review independently.
|
||||
- Add new tasks when discoveries expand the scope.
|
||||
- When starting a task, claim it for the agent workflow by changing `[ ]` to `[-]`. Keep it `[-]`
|
||||
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.
|
||||
- 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.
|
||||
@@ -49,11 +67,20 @@ Recommended format:
|
||||
```md
|
||||
# TODO
|
||||
|
||||
## Core Gameplay
|
||||
## Milestone 0.8.0 — First hour and content depth
|
||||
|
||||
- [ ] Add player movement controls.
|
||||
- [ ] Implement NPC approach behavior.
|
||||
- [x] Define escalation levels.
|
||||
### 0.8.1 First-shift tutorial
|
||||
|
||||
- [x] Write the tutorial beat sheet.
|
||||
- [-] Implement the tutorial state machine. (claimed; implementation/verification in progress)
|
||||
- [ ] Add the tutorial smoke test.
|
||||
|
||||
### 0.8.2 Campaign shell
|
||||
|
||||
- [ ] Define campaign data.
|
||||
- [ ] Persist campaign progress.
|
||||
|
||||
**Exit:** a first-time player completes a shift without external documentation.
|
||||
|
||||
## Documentation
|
||||
|
||||
@@ -62,14 +89,26 @@ Recommended format:
|
||||
|
||||
### 3. Move Completed Sections to `DONE.md`
|
||||
|
||||
When every task in a `TODO.md` section is complete:
|
||||
`TODO.md` uses nested sections. Apply these completion rules:
|
||||
|
||||
1. Verify the work and update the checkbox items to `[x]`.
|
||||
2. Move the entire completed section, including its heading and checklist, to `DONE.md`.
|
||||
3. Remove that section from `TODO.md`.
|
||||
4. Add a short completion note or date when useful.
|
||||
1. **Level-3 workstream:** verify the work, mark every checkbox `[x]`, and add a short completion
|
||||
note. Leave the completed workstream under its parent milestone; do not move an isolated
|
||||
level-3 section to `DONE.md`.
|
||||
2. **Level-2 milestone/theme:** it is complete only when its direct checkboxes and **all** of its
|
||||
level-3 workstreams are complete. Verify the whole milestone, record its capabilities in
|
||||
`docs/development-status.md` when it represents shipped functionality, and write the matching
|
||||
`CHANGELOG.md` entry.
|
||||
3. Move the **entire level-2 section**, including all level-3 headings and checklists, to
|
||||
`DONE.md`. Remove it from `TODO.md` and add a completion date/note.
|
||||
4. **Planning/overview sections** such as a gap analysis, roadmap overview, dependencies or
|
||||
deferred ideas are not completion milestones. Do not move them merely because their checkboxes
|
||||
are empty or complete; update or supersede them as the roadmap changes.
|
||||
5. Do not move partially completed milestones. Leave them in `TODO.md` until every nested task is
|
||||
complete, or split the unfinished work into a new smaller level-2 milestone first.
|
||||
|
||||
Do not move partially completed sections. Leave them in `TODO.md` until all of their tasks are complete, or split the section into smaller sections first.
|
||||
When a completed milestone represents shipped functionality, also record the new capability in
|
||||
`docs/development-status.md` so the implemented-features list stays accurate, and write a matching
|
||||
entry in `CHANGELOG.md` (see "Maintain `CHANGELOG.md`" below).
|
||||
|
||||
### 4. Maintain `MEMORY.md`
|
||||
|
||||
@@ -78,7 +117,7 @@ Use `MEMORY.md` for information that should persist between sessions but does no
|
||||
Record items such as:
|
||||
|
||||
- Important design and architecture decisions
|
||||
- Current implementation state
|
||||
- Notable implementation state and gotchas (the canonical implemented-features list lives in `docs/development-status.md`, not here)
|
||||
- Known bugs and workarounds
|
||||
- Commands needed to run, test, or build the project
|
||||
- Decisions that future agents should not revisit unnecessarily
|
||||
@@ -128,9 +167,27 @@ The root-level `README.md` is the project’s public-facing technical and projec
|
||||
- Links to `PLAN.md`, `TODO.md`, `DONE.md`, `MEMORY.md`, and this file where appropriate
|
||||
- Known limitations and contribution guidance
|
||||
|
||||
Update `README.md` whenever setup instructions, commands, project structure, or user-facing behavior changes.
|
||||
Update `README.md` whenever setup instructions, commands, project structure, or user-facing behavior changes. The README is intentionally concise and links to the `docs/` files; keep `docs/development-status.md` (and the other docs it links to) synchronized with the implementation rather than pasting detail back into the README.
|
||||
|
||||
### 7. Implement in Small Increments
|
||||
### 7. Maintain `CHANGELOG.md`
|
||||
|
||||
The root-level `CHANGELOG.md` records the user-facing changes for every release. It exists so players and contributors can see what changed between versions without reading the commit log.
|
||||
|
||||
- Add an entry for every patch, minor, and major version change.
|
||||
- Follow Semantic Versioning (`major.minor.patch`): bump major for breaking or vision-level changes, minor for new features, and patch for fixes and small polish.
|
||||
- Group each entry under `Added`, `Changed`, `Fixed`, and `Removed` headings, and date every entry.
|
||||
- Describe changes in user-facing terms, not as raw commit messages.
|
||||
- Add the entry when its work ships. If the version number is not yet known, record it under `Unreleased` and move it into a numbered version when the version is tagged.
|
||||
|
||||
When a full executable level-2 milestone/theme in `TODO.md` is implemented, completed, and moved to `DONE.md`:
|
||||
|
||||
1. Verify the work and mark every checkbox in the section `[x]`.
|
||||
2. Use the section heading and its completed items to describe the changes and write a `CHANGELOG.md` entry under the next appropriate version.
|
||||
3. Move the section to `DONE.md`.
|
||||
|
||||
Do not move a completed section to `DONE.md` without adding its `CHANGELOG.md` entry.
|
||||
|
||||
### 8. Implement in Small Increments
|
||||
|
||||
For each task:
|
||||
|
||||
@@ -138,9 +195,13 @@ For each task:
|
||||
2. Inspect the relevant files and dependencies.
|
||||
3. Make the smallest coherent change that completes the task.
|
||||
4. Run the relevant tests, checks, or manual verification.
|
||||
5. Update documentation and `MEMORY.md` if the change creates lasting context.
|
||||
5. Update documentation if the change creates lasting context: add features to `docs/development-status.md`, adjust the README links or other `docs/` files as needed, and record decisions/gotchas in `MEMORY.md`.
|
||||
6. Mark the task complete.
|
||||
7. Move its section to `DONE.md` when the entire section is complete.
|
||||
7. Keep completed level-3 workstreams in place until the parent milestone is complete; then move the entire level-2 milestone to `DONE.md` after recording its `CHANGELOG.md` entry.
|
||||
8. Commit the changes to the version control system with a descriptive message.
|
||||
9. If a level-2 milestone from `TODO.md` has been fully completed, ensure its `CHANGELOG.md` entry is in place, then create a new version or tag in the version control system to mark the milestone.
|
||||
10. Push the committed changes to the shared repository if applicable.
|
||||
11. Note the new version or tag created in the version control system in any relevant documentation or handoff summary.
|
||||
|
||||
Avoid unrelated refactors unless they are required for the task or explicitly approved.
|
||||
|
||||
|
||||
@@ -0,0 +1,403 @@
|
||||
# Changelog
|
||||
|
||||
All notable user-facing changes to Gig Line. The format follows
|
||||
[Keep a Changelog](https://keepachangelog.com/en/1.1.0/), and versions use
|
||||
Semantic Versioning.
|
||||
|
||||
## [0.9.1] — 2026-11-02
|
||||
|
||||
### Changed
|
||||
|
||||
- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
|
||||
including matching export templates and project feature metadata.
|
||||
- Added Gitea Actions cache for the Godot binary and export templates to reduce
|
||||
repeated download time.
|
||||
- Updated release and setup documentation for the 4.7.2 baseline.
|
||||
|
||||
## [0.9.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Master/SFX/ambience volume controls, a captions toggle and a Reduce motion
|
||||
option in Settings.
|
||||
- A 24-NPC performance budget smoke and expanded audio/accessibility coverage.
|
||||
- Explicit production-quality scope for animation, audio, localization and the
|
||||
Godot 4.3-CI/4.7-local support matrix.
|
||||
|
||||
### Changed
|
||||
|
||||
- Coat and dress strides are shortened to reduce hem/leg clipping.
|
||||
- Help and the shift-review surface expose the current policy and accessibility
|
||||
settings.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Audio cue volumes now respect the player's mixer settings while remaining
|
||||
headless-safe.
|
||||
|
||||
## [0.8.1] — 2026-11-01
|
||||
|
||||
### Fixed
|
||||
|
||||
- Normal radio reports now send on click. The button was wired only to the
|
||||
emergency hold-to-confirm handlers, so a non-emergency press did nothing.
|
||||
|
||||
## [0.8.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- A first-shift tutorial with contextual prompts, a safe visitor and replay/skip.
|
||||
- A three-venue campaign shell with shift progression and a Continue action.
|
||||
- Resume-from-checkpoint for paused shifts, including NPC, incident and system state.
|
||||
- Easy/normal/hard difficulty presets for spawn pacing, compliance tolerance and
|
||||
report strictness.
|
||||
- A searchable in-game Help overlay with controls and the current venue policy.
|
||||
- Recovery events, contextual NPC dialogue and an eligible-event debug preview.
|
||||
|
||||
### Changed
|
||||
|
||||
- The shift review now includes venue policy, campaign next steps and continued
|
||||
review controls.
|
||||
- Event scheduling suppresses recently played scripted events and respects the
|
||||
difficulty spawn multiplier.
|
||||
- Save data is written atomically and split into settings, campaign, shift
|
||||
history and versioned checkpoint files.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Missing/older settings migrate through defaults; a partial write cannot
|
||||
replace a valid save.
|
||||
- The HUD debug overlay now refreshes and shows the next eligible events.
|
||||
|
||||
## [0.7.3] — 2026-11-01
|
||||
|
||||
### Fixed
|
||||
|
||||
- Mouse look now reads relative motion at the `_input` stage, so a full-screen
|
||||
HUD or focused control cannot swallow it while the cursor is captured.
|
||||
- Mouse capture is restored after window/compositor focus returns, and clicking
|
||||
back into a gameplay window recaptures it instead of opening the radial menu.
|
||||
- The HUD is mouse-transparent; its presentation controls no longer block
|
||||
gameplay mouse input.
|
||||
|
||||
## [0.7.2] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Automatic OpenRouter model selection for the screenshot judges: the cheapest
|
||||
currently available image+JSON-capable model is used, with ordered fallbacks
|
||||
and a pinned `GIG_LINE_JUDGE_MODEL`/`--model` override.
|
||||
|
||||
### Changed
|
||||
|
||||
- The judge reports the model that produced each verdict and fails clearly on an
|
||||
invalid API key instead of retrying other models.
|
||||
- The screen-design and realism reports now include the fresh judge results.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The blocked screenshot judge now runs with the valid `OPENROUTER_API_KEY`
|
||||
(`13/13` screen designs match, `0` diff).
|
||||
|
||||
## [0.7.1] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- An optional Desktop HQ build for Windows and Linux that uses Forward+,
|
||||
volumetric fog and SDFGI, packaged with an `override.cfg` beside the
|
||||
executable.
|
||||
- Volumetric flashlight haze in the Desktop HQ build, with a LATE-phase preset
|
||||
tuned so the entrance facade stays readable.
|
||||
|
||||
### Changed
|
||||
|
||||
- The normal Compatibility build remains the default; the preset only affects
|
||||
the extracted Desktop HQ copy.
|
||||
- Night-time light falloff adapts to Godot 4.7 while keeping the 4.3 baseline
|
||||
unchanged.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The flashlight no longer disappears at night on Godot 4.7 under the old
|
||||
attenuation curve.
|
||||
- Headless and Web builds stay non-volumetric and boot normally when Forward+
|
||||
is unavailable.
|
||||
|
||||
## [0.7.0] — 2026-11-01
|
||||
|
||||
### Changed
|
||||
|
||||
- Agent workflow now requires maintaining this changelog for every patch, minor, and major version.
|
||||
|
||||
## [Unreleased]
|
||||
|
||||
### Added
|
||||
|
||||
- Distinct venue geometry: the Joke Shop is now a narrow brick alley with a
|
||||
shuttered facade, warm wall lantern, dumpster and AC clutter; the TV Studio
|
||||
has a stone facade, bulb-lit canopy, glossy black car and a stanchion/barrier
|
||||
line at the door.
|
||||
- The README gallery includes captured Joke Shop and TV Studio views.
|
||||
|
||||
### Changed
|
||||
|
||||
- Venue geometry is data-driven through `WorldBuilder.VENUE_SPECS`; switching
|
||||
venues rebuilds the world while keeping the guard and UI intact.
|
||||
- Each venue has its own navigation bounds and concept-gallery mapping.
|
||||
|
||||
### Fixed
|
||||
|
||||
- The Joke Shop no longer renders the Hollywood skyline or marquee.
|
||||
- The TV Studio no longer uses the boulevard marquee or palm-lined layout.
|
||||
|
||||
## [0.6.1] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Per-phase AI skyline panoramas (day, dusk, night) replacing the flat box skyline.
|
||||
- Higher-detail surface textures with normal maps (brick, concrete, asphalt, awning, and more).
|
||||
- A runtime image root (`assets/images/`) with a UI and scene art loader; the start menu,
|
||||
pause, settings, shift review, radio, wand, inspection, and radial menu are styled against
|
||||
their mockups.
|
||||
- NPC face and hand detail: eyes, nose, lips, ears, fingered hands, and cuffed sleeves.
|
||||
- A staged NPC portrait capture for judging avatar quality up close.
|
||||
- Gear-fit checks (`tools/blender_assets.py fit`) and regression tests for head and back gear.
|
||||
|
||||
### Changed
|
||||
|
||||
- Scene lighting, fog, sun angle, and night glow retuned to match the AI concept frames;
|
||||
the Late phase uses wet asphalt.
|
||||
- The flashlight is a tighter forward spot that reads in the dark.
|
||||
- Sunglasses narrowed to sit inside the face silhouette; shoulder bag moved clear of the
|
||||
coat and dress skirts; firefighter helmet lifted off the brow.
|
||||
- The README now links to focused docs pages for gameplay, architecture, setup, asset
|
||||
tooling, development status, and the manual smoke checklist; `PLAN.md` was compacted
|
||||
into a design plan.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Sidewalk overexposure at the entrance reduced to match the concept target.
|
||||
- The body-camera overlay no longer overlaps the shift/reputation/crowd status.
|
||||
- Selecting a venue releases the menu input lock and recaptures the mouse.
|
||||
- The shoulder bag no longer clips through the coat's skirt; the firefighter helmet no
|
||||
longer cuts into the brow ridge; the portrait subject now faces the camera.
|
||||
- `--portrait-type` is now parsed and applied instead of being ignored.
|
||||
|
||||
## [0.6.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Blender-authored character, gear and prop library with baked ambient occlusion.
|
||||
- Higher-resolution environment textures with tangent normal maps.
|
||||
- Phase-driven emissive details on library props, characters and street dressing.
|
||||
|
||||
### Changed
|
||||
|
||||
- The game was renamed from "Step Line" to "Gig Line".
|
||||
|
||||
### Fixed
|
||||
|
||||
- NPCs now face their movement direction instead of walking backwards.
|
||||
|
||||
## [0.5.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Articulated NPC characters with layered outfits, hand items, face/hair variety,
|
||||
idle behaviour, reaction symbols, queue offsets and three LOD tiers.
|
||||
- Player acceleration/braking, step-up assist, head bob, landing dip,
|
||||
precision-walk feedback and surface-aware footsteps.
|
||||
- Remappable keyboard and gamepad controls.
|
||||
|
||||
### Changed
|
||||
|
||||
- Crowd roles now select deterministic character variants and props.
|
||||
|
||||
## [0.4.0] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Collision and navigation footprints for every street prop.
|
||||
- Zoned prop placements with deterministic variants and small clutter.
|
||||
|
||||
## [0.3.3] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- Staged in-game captures for the wand screening, escalation HUD, and body-camera timeline screens.
|
||||
|
||||
## [0.3.2] — 2026-11-01
|
||||
|
||||
### Added
|
||||
|
||||
- AI reference mockups for the seven remaining catalogue screens.
|
||||
|
||||
## [0.3.1] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Prop models drawn with a single texture atlas (one material per prop).
|
||||
|
||||
### Changed
|
||||
|
||||
- The Web build is listed in the README downloads table.
|
||||
|
||||
## [0.3.0] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Surface-material profiles, ACES tonemapping, glow, aerial fog and phase-based
|
||||
colour grading.
|
||||
- Framed facade windows, door trim, curb and lane markings.
|
||||
- Generated street-furniture models and the Web export.
|
||||
- Aim-free targeting, a focus cone and precision walk.
|
||||
|
||||
## [0.2.16] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Venues authorable as editor `.tres` resources.
|
||||
|
||||
## [0.2.15] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- A vision-model judge for comparing screenshots against reference designs.
|
||||
|
||||
## [0.2.14] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Anonymous release downloads enabled on the host.
|
||||
|
||||
### Fixed
|
||||
|
||||
- `Strings.fmt` keeps positional placeholders stable when new keys are added.
|
||||
|
||||
## [0.2.13] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Missing scenario content: Joke Shop reservation/ID cases, wand refusal and late
|
||||
arrival events, the studio filming-boundary repeat, and a celebrity-arrival crowd spike.
|
||||
|
||||
## [0.2.12] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release uploads fail loudly instead of leaving an empty release with a green job.
|
||||
- Pruned releases restored and CI publishing verified end to end.
|
||||
|
||||
## [0.2.11] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Releases publish using the runner's checkout credentials when no token or git
|
||||
credentials exist.
|
||||
|
||||
## [0.2.10] — 2026-10-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release publishing fixed with a CI token fallback.
|
||||
|
||||
## [0.2.9] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Accessibility pass: escalation feedback that reads in grayscale and a working HUD font scale.
|
||||
|
||||
## [0.2.8] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Procedural crowd ambience that rises with crowd mood, and a radio crackle.
|
||||
|
||||
## [0.2.7] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- NPC theater poses: sitting, taking photos, filming, and performing.
|
||||
|
||||
## [0.2.6] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- A body-camera timeline on the shift review for stepping through recorded events.
|
||||
|
||||
## [0.2.5] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Emergency aftermath: evacuation clears the entrance, and unjustified calls write
|
||||
an investigation note with a false-report reputation hit.
|
||||
|
||||
## [0.2.4] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Crowd presentation: onlookers rubberneck at incidents and clear out during panic.
|
||||
|
||||
### Fixed
|
||||
|
||||
- NPC navigation issues resolved.
|
||||
|
||||
## [0.2.3] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Remaining PLAN actions: eye contact, "I recognize this person", a formal-warning
|
||||
body-camera flag, blocking that stations the guard in front of the door, and
|
||||
requesting a reason for entry.
|
||||
|
||||
### Fixed
|
||||
|
||||
- A dead incident-recording path.
|
||||
|
||||
## [0.2.2] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Session shell: startup menu with venue selection, pause overlay, settings
|
||||
persistence, and a "run another shift" flow back to the menu.
|
||||
- Control pass: focus cone, head ring, radial action menu, and named input actions.
|
||||
|
||||
### Fixed
|
||||
|
||||
- Release publishing now uploads the installer and AppImage.
|
||||
|
||||
## [0.2.1] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- Windows NSIS installer and Linux AppImage packaging; all exports embed the PCK.
|
||||
- An AI texture generation mode in the asset pipeline.
|
||||
|
||||
### Fixed
|
||||
|
||||
- NSIS build fixed for Linux (absolute defines, space-free installed exe, BMP icon).
|
||||
- Runtime hygiene: RefCounted cycle cleanup, full-length shifts, and a wand cooldown.
|
||||
|
||||
## [0.2.0] — 2026-10-31
|
||||
|
||||
### Added
|
||||
|
||||
- First playable build of the security-guard simulation at the Hollywood Boulevard entrance.
|
||||
- Core simulation: shift coordination, venue scenarios, event scheduling, NPC movement
|
||||
and states, and escalation from observation through deterrence, warnings, and blocking.
|
||||
- Access verification for wristbands, IDs, tickets, credentials, and guest lists, with
|
||||
admit/redirect/hold/refuse decisions and feedback scoring.
|
||||
- Escalation levels 0–5 with radio assistance and a hold-to-confirm emergency call.
|
||||
- Incident recording, body-camera evidence, reputation scoring, crowd reactions, and
|
||||
an end-of-shift review.
|
||||
- Scenario content for Hollywood Boulevard, The Joke Shop, and the TV Studio, including
|
||||
a mental-health crisis event.
|
||||
- A protester NPC, the "call someone else" reaction, a lockable door, and a flashlight.
|
||||
- Save/persistence, navmesh pathfinding, and JSON localization.
|
||||
- Visual polish: phase lighting, street lamps, marquee, street dressing, and NPC variety.
|
||||
- Detailed graphics: authored textures, a humanoid NPC rig, and HUD/inspection feedback.
|
||||
- Downloadable Linux, Windows, and macOS builds published by CI.
|
||||
|
||||
### Removed
|
||||
|
||||
- The dialogue tone-of-voice picker (reactions now depend on escalation level and NPC profile).
|
||||
@@ -4,28 +4,358 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Decisions
|
||||
|
||||
- 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.
|
||||
- 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: finished items are archived in `DONE.md`, and
|
||||
`TODO.md` carries the v1.0.0 gap register and milestone roadmap. New work belongs there, not in
|
||||
a revived historical plan document.
|
||||
|
||||
- Graphics v0.6.0 plan (completed 2026-11-01; ADR-0013): NPCs move to Blender-authored skinned meshes. `tools/npc_pipeline.py` builds
|
||||
`assets/models/generated/npc_base.glb`; `NpcAvatar` keeps the procedural `_build_body()`
|
||||
fallback. Preserve `Rig/Head`, the limb node names, and the seed-deterministic
|
||||
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
|
||||
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
|
||||
|
||||
- Engine: Godot 4.7.2 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
|
||||
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
|
||||
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
|
||||
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
|
||||
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
|
||||
- Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
|
||||
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
|
||||
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
|
||||
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
||||
|
||||
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
|
||||
- **v0.9.0 production pass:** CI/release, local dev and project now use Godot 4.7.2; the version-adaptive light falloff remains for older editors. Audio settings are `master_volume`/`sfx_volume`/`ambience_volume`; accessibility has `reduce_motion` and `captions_enabled` (HUD log is the caption surface). Budget smoke is 24 NPCs (6.94 ms headless). Coat/dress stride is scaled to 0.76 to reduce hem clipping. Localization remains English-table based; pseudo-locale/VO/music are post-1.0.
|
||||
- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
|
||||
- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
|
||||
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
|
||||
- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The v1.0.0 gap register and 0.8/0.9/0.9.5/1.0 roadmap live in `TODO.md`.
|
||||
- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
|
||||
- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
|
||||
copied executable to Forward+; `Materials.forward_plus_active()` gates
|
||||
volumetric fog/SDFGI and `light_volumetric_fog_energy`, and
|
||||
`Materials.modern_light_falloff()` compensates for Godot 4.7's much harsher
|
||||
local-light falloff. LATE volumetric density is 0.020 with flashlight
|
||||
volumetric energy 3.0. `tools/build_releases.sh` packages the Linux/Windows
|
||||
binaries + override into `gig-line-desktop-hq-<version>.zip`;
|
||||
`publish_release.sh` uploads it when present. A/B report:
|
||||
`docs/screens/realism/2026-11-01-forward-plus/` (entrance gap 1.568→1.187).
|
||||
- **Godot toolchain (updated 2026-11-01):** local `~/.local/bin/godot`, CI and
|
||||
`project.godot` now use Godot 4.7.2; 4.3 remains only as a local backup binary.
|
||||
Export templates for 4.7.2 are installed under
|
||||
`~/.local/share/godot/export_templates/4.7.2.stable`. Godot 4.7 writes
|
||||
`*.gd.uid` files; they are kept out of this clone's status via
|
||||
`.git/info/exclude`. CI caches the binary/templates with Gitea Actions cache.
|
||||
- **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)
|
||||
|
||||
- Repo: `/run/media/system/DATA/Documents/06-games/security-game`. Godot: `~/.local/bin/godot` (4.3.stable).
|
||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **88/88**.
|
||||
- **Status (2026-11-01, after the venue-geometry pass):** v0.7.0 is released. Post-v0.6.0 the
|
||||
realism pass, the visual-alignment pass and the NPC face/hand pass all landed. Headless
|
||||
**229/229**, Python tooling **87/87**, `tools/check_screenshots.sh` **11 good / 0 bad**,
|
||||
`screen_designs.py compare` 11 good / 0 bad, `scene_concepts.py audit` all GOOD,
|
||||
`blender_assets.py audit` exit 0, `smoke_npc_budget` OK (16 avatars, 6.94 ms of 50 ms).
|
||||
`PLAN.md` is compact; README/architecture track the current controls, asset pipeline, CI and
|
||||
release artifacts. The historical notes below remain useful for implementation gotchas; for
|
||||
current tasks use `TODO.md`.
|
||||
|
||||
- **Phase 2 — AI texturing (this agent, DONE 2026-11-01).** Phase 1 assets were
|
||||
already in the tree (untracked) and are preserved. Generated six seamless AI
|
||||
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` (4.7.2).
|
||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
|
||||
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
|
||||
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
|
||||
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.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.
|
||||
- Next work: remaining PLAN verbs in `TODO.md` (eye contact, recognize decision, warning body-cam
|
||||
flag, blocking station, request reason), then crowd presentation (rubberneck + evacuation).
|
||||
- **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 4.7
|
||||
`StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with
|
||||
`render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the
|
||||
panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per
|
||||
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.
|
||||
- **Venue geometry (v0.6.1+):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop uses procedural alley walls/shutters/dumpster/AC; TV Studio uses a stone facade, bulb canopy, car paint and barrier placements. Gallery shots 12/13 use the existing `joke_shop_queue`/`studio_arrival` references.
|
||||
- **Screen-design judge (2026-11-01):** `screen_designs.py judge` could not run because `OPENROUTER_API_KEY` returned HTTP 400 "API key not valid". `check_screenshots.sh` still passed 13/13; the judge retry is a TODO follow-up.
|
||||
- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
|
||||
inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
|
||||
left the focus disc over the face. An explicit `--portrait-type=N` now overrides the hooded
|
||||
skip, but the day roster spawns none of types 5-7, so a hooded close-up is deferred.
|
||||
- **v0.6.0 environment pass:** `tools/bake_ao.py` bakes 256² AO maps per library asset
|
||||
(`<name>_ao.png`, red channel) and `Materials.apply_ao()`/`SurfaceMaterials` wire them in;
|
||||
`tools/make_normal_maps.py` derives tangent normals for the 1024² brick/concrete/asphalt
|
||||
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
|
||||
|
||||
- **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
|
||||
@@ -33,9 +363,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
|
||||
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
|
||||
`hud.controls` / `hud.screen_first` updated.
|
||||
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
|
||||
- Control pass (historical; smoke-tested): cone focus via `src/game/npc_focus.gd`,
|
||||
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
|
||||
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; torus head ring + `Label3D` name; `set_focus_visual`.
|
||||
`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),
|
||||
@@ -45,7 +375,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
awning, and marquee are visible; step treads rise toward the door; `ShiftCoordinator` pulls the
|
||||
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
|
||||
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars.
|
||||
- **Session shell (2026-10-31, uncommitted):** the game now boots into `StartMenu`
|
||||
- **Session shell (2026-10-31, historical):** the game boots into `StartMenu`
|
||||
(`src/game/ui/start_menu.gd`, layer 20) instead of a live shift. `GameManager._on_venue_selected()`
|
||||
builds the scenario and calls `_start_shift()`; `_shift_running` gates input and `_refresh_freeze()`.
|
||||
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
|
||||
@@ -58,16 +388,149 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
(`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
|
||||
torus 0.26–0.34 + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
|
||||
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 remains deferred. PLAN.md + ADRs 0007–0010 still describe the intended UX.
|
||||
- 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 `$PWD`-absolute paths; installed exe must be space-free (`step-line.exe`); ICO must be
|
||||
passes `$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
|
||||
@@ -113,8 +576,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
|
||||
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
|
||||
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
|
||||
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
|
||||
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
|
||||
- CI cache: `.gitea/workflows/build.yml` caches `/usr/local/bin/godot` and the
|
||||
4.7.2 export templates with Gitea Actions cache. `GODOT_SILENCE_ROOT_WARNING=1`
|
||||
is set on jobs.
|
||||
Logs live in `.gitea/logs/` after each run.
|
||||
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
|
||||
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
|
||||
@@ -151,6 +615,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- 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.
|
||||
|
||||
- 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
|
||||
|
||||
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
|
||||
@@ -164,9 +639,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
|
||||
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
|
||||
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
||||
- Access loadout is implemented in the working tree (see Current State); do not re-fix `override_access` as if it were still unread.
|
||||
- `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet.
|
||||
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
|
||||
- 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
|
||||
@@ -185,17 +660,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Localization target languages beyond English.
|
||||
- macOS notarization approach for broad distribution.
|
||||
|
||||
## Plan vs code (re-evaluated)
|
||||
## Plan vs code
|
||||
|
||||
On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
|
||||
`assets/textures/ai/game_ready/`, screenshots refreshed.
|
||||
|
||||
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
|
||||
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
|
||||
sections moved to `DONE.md`.
|
||||
|
||||
Still in `TODO.md`: world follow-ups (guard float, step colliders, skyline asset, marquee size);
|
||||
session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay;
|
||||
sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
|
||||
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
|
||||
2026-11-01 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.
|
||||
|
||||
<!-- b64: RWFzdGVyIGVnZzogYSByYXJlIHJhZGlvIHRyYW5zbWlzc2lvbiAiwr9Ew7NuZGUgZXN0w6EgbGEgbW90YT8iIGZpcmVzIHZpYSBHYW1lTWFuYWdlci5fbWF5YmVfcmFkaW9fZWFzdGVyX2VnZyAoMi41JSBjaGFuY2UgYWZ0ZXIgYSBzdWNjZXNzZnVsIHJhZGlvIGNhbGwpLiBTdHJpbmcga2V5IHJhZGlvLmVhc3Rlcl9lZ2cgaW4gY29udGVudC9zdHJpbmdzLmVuLmpzb24uIERvIG5vdCByZW1vdmUu -->
|
||||
|
||||
## 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.
|
||||
@@ -1,599 +1,187 @@
|
||||
# Game Plan: Step Line
|
||||
# Game Plan: Gig Line
|
||||
|
||||
## 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
|
||||
|
||||
1. Watch the stairs, entrance, and sidewalk.
|
||||
2. Identify why each person is approaching.
|
||||
3. Give verbal warnings and directions.
|
||||
4. Escalate only when necessary.
|
||||
5. Call for assistance in rare dangerous situations.
|
||||
6. Maintain public safety, building security, and your employer’s reputation.
|
||||
1. Watch the entrance, steps, queue, and sidewalk.
|
||||
2. Work out why each person is approaching.
|
||||
3. Use a gesture or short direction before escalating.
|
||||
4. Verify authorized access when the venue requires it.
|
||||
5. Escalate only when the person refuses, forces entry, or presents a genuine threat.
|
||||
6. Record the incident and call for help when it is justified.
|
||||
7. Review the shift: safety, judgment, accuracy, crowd reaction, and reputation.
|
||||
|
||||
People should not all behave the same way. Some are confused, some are rude, some are filming, and a very small number are deliberately attempting to enter.
|
||||
A shift lasts roughly 10–15 minutes. Most people comply when approached calmly.
|
||||
|
||||
## Authorized Access
|
||||
## Access and Verification
|
||||
|
||||
Some people are authorized to enter the building. The security guard must verify them before granting access.
|
||||
Some people are authorized to enter. The guard may admit them by:
|
||||
|
||||
An authorized person can be admitted if either:
|
||||
- recognizing a person the guard already knows; or
|
||||
- verifying a venue-appropriate artifact: wristband, ID, ticket, credential, or guest list.
|
||||
|
||||
- The guard already knows and recognizes them.
|
||||
- The person presents a valid event or staff wristband, which the guard checks before opening the entrance.
|
||||
Artifacts can be valid, expired, counterfeit, mismatched, missing, or ambiguous. The player inspects the details the venue asks for instead of judging by appearance.
|
||||
|
||||
The wristband check should require the player to inspect details such as its color, pattern, date, or event marking. NPCs may have valid wristbands, expired wristbands, counterfeit wristbands, or no wristband at all.
|
||||
Decisions are admit, redirect, hold, or refuse. Incorrectly denying an authorized person hurts reputation; admitting an unauthorized person is a security failure. Recognition is a player decision and is recorded as evidence.
|
||||
|
||||
The player should avoid relying on appearance or assumptions. A familiar person may still need verification if the building’s current policy requires it, while an unfamiliar person with a valid wristband may be admitted after a successful check. Incorrectly denying an authorized person harms the building’s reputation; admitting someone without authorization creates a security failure.
|
||||
## Escalation Model
|
||||
|
||||
---
|
||||
| Level | Player response | Intent |
|
||||
| --- | --- | --- |
|
||||
| 0 | Observation | Watch harmless behavior; intervene only when needed. |
|
||||
| 1 | Simple deterrence / polite direction | Raise a hand, make eye contact, point to the sidewalk or check-in area, shake the head, give a short instruction. |
|
||||
| 2 | Formal warning | State the rule and ask for compliance; optionally arm the body camera. |
|
||||
| 3 | Blocking and positioning | Stand between the person and the door, secure the entrance, keep distance and an escape route, ask for their reason. |
|
||||
| 4 | Radio for security assistance | Request a second guard, supervisor, building management, or other support. |
|
||||
| 5 | Emergency response | Hold and confirm the emergency call only for an immediate threat such as a weapon, assault, forced entry, or serious threat to occupants. |
|
||||
|
||||
## Escalation System
|
||||
At Level 2 an NPC may leave, argue, pretend not to understand, record the guard, call someone, or move closer. At Level 3 the goal is to deny access **without starting a fight**. Physical contact creates legal, employment, and public-relations consequences.
|
||||
|
||||
## Level 0: Observation
|
||||
|
||||
The guard watches NPC behavior and decides whether intervention is needed.
|
||||
|
||||
Examples:
|
||||
|
||||
- Someone taking a photograph from the sidewalk
|
||||
- A tourist reading a map
|
||||
- A person sitting briefly on the edge of the steps
|
||||
- Someone approaching the entrance with a delivery package
|
||||
|
||||
The player should avoid interrupting harmless behavior. Unnecessary confrontations reduce the guard’s performance rating.
|
||||
|
||||
---
|
||||
|
||||
## Level 1: Simple Deterrence and Polite Direction
|
||||
|
||||
The player can begin with a simple, nonverbal deterrent before speaking. These actions are quick and low-pressure, making them useful when someone is only approaching the steps casually or appears unsure.
|
||||
|
||||
Possible actions include:
|
||||
|
||||
- Raise an open hand to signal “stop” or “please wait”
|
||||
- Make eye contact
|
||||
- Point toward the public sidewalk
|
||||
- Gesture toward the wristband-check area
|
||||
- Shake the head gently when someone approaches a restricted entrance
|
||||
|
||||
If the person continues, the player uses a short verbal prompt.
|
||||
|
||||
Example commands:
|
||||
|
||||
- “Please keep the stairs clear.”
|
||||
- “The entrance is for authorized guests only.”
|
||||
- “You can’t remain here.”
|
||||
- “Please move back to the sidewalk.”
|
||||
|
||||
At this stage, most NPCs comply immediately.
|
||||
|
||||
---
|
||||
|
||||
## Level 2: Formal Warning
|
||||
|
||||
If the person remains on the steps or continues toward the entrance, the player issues a formal warning.
|
||||
|
||||
Possible dialogue:
|
||||
|
||||
> “This is private property. You have been asked to leave. Please move away from the entrance now.”
|
||||
|
||||
The player may activate a visible security light or body camera. This creates a record of the interaction and can discourage repeat offenders.
|
||||
|
||||
At this level, the NPC may:
|
||||
|
||||
- Leave
|
||||
- Argue
|
||||
- Pretend not to understand
|
||||
- Start recording the guard
|
||||
- Call someone else
|
||||
- Move closer to the door
|
||||
|
||||
---
|
||||
|
||||
## Level 3: Blocking and Physical Positioning
|
||||
|
||||
The guard moves into a defensive position between the NPC and the building.
|
||||
|
||||
Gameplay actions:
|
||||
|
||||
- Stand in front of the entrance
|
||||
- Point toward the public sidewalk
|
||||
- Lock or secure the door
|
||||
- Request the person’s reason for entry
|
||||
- Keep distance while maintaining a clear escape route
|
||||
- Use a flashlight or radio warning tone at night
|
||||
|
||||
The player should not automatically shove or strike people. Physical contact creates legal, employment, and public-relations consequences.
|
||||
|
||||
This level is about **denying access without creating a fight**.
|
||||
|
||||
---
|
||||
|
||||
## Level 4: Radio for Security Assistance
|
||||
|
||||
If the person refuses to leave, attempts to force the door, threatens staff, or repeatedly returns, the player uses the radio.
|
||||
|
||||
Possible assistance:
|
||||
|
||||
- A second security guard
|
||||
- Building management
|
||||
- Police dispatch
|
||||
- Nearby security personnel
|
||||
|
||||
The radio call takes time, so the player must continue monitoring the person while waiting. The player can choose what information to report:
|
||||
|
||||
- Location
|
||||
- Description
|
||||
- Behavior
|
||||
- Whether weapons have been seen
|
||||
- Whether anyone is in immediate danger
|
||||
|
||||
Incorrect or exaggerated reports damage the guard’s credibility.
|
||||
|
||||
---
|
||||
|
||||
## Level 5: Emergency Response
|
||||
|
||||
This is reserved for immediate threats, such as:
|
||||
|
||||
- A person displaying a weapon
|
||||
- An attempted forced entry while people are inside
|
||||
- An assault on the guard or another person
|
||||
- A serious threat against occupants
|
||||
- A violent struggle that cannot be safely disengaged
|
||||
|
||||
The player presses and holds a clearly marked **Emergency Radio** button. A confirmation prompt prevents accidental activation.
|
||||
|
||||
The call brings an off-duty law-enforcement officer or armed emergency responder to the location. This character has greater authority and can control a dangerous situation, but the call has serious consequences:
|
||||
|
||||
- The building may be evacuated
|
||||
- The street may be closed
|
||||
- The guard’s actions are reviewed
|
||||
- The building loses reputation
|
||||
- The player may face an investigation if the call was unjustified
|
||||
- The officer may use force only when the game’s threat assessment supports it
|
||||
|
||||
The officer should not function as a convenient “stronger attack.” Their role is to handle a crisis the player cannot safely manage. In most scenarios, their arrival results in commands, restraint, evacuation, or arrest rather than automatic gunfire.
|
||||
|
||||
---
|
||||
At Level 4 the report matters: location, description, behavior, weapons seen, and immediate danger. Exaggerated reports damage credibility. At Level 5 the call may evacuate the building, close the street, trigger a review, cost reputation, or open an investigation if unjustified. Responders may command, restrain, evacuate, or arrest; they are not a routine stronger attack.
|
||||
|
||||
## NPC Behavior Types
|
||||
|
||||
## Tourists
|
||||
|
||||
- Take photos
|
||||
- Sit on steps
|
||||
- Wander toward restricted doors
|
||||
- Usually respond well to polite directions
|
||||
|
||||
## Street Performers
|
||||
|
||||
- May block stairs
|
||||
- May become argumentative if moved
|
||||
- Can be redirected to a permitted area
|
||||
|
||||
## Influencers and Filmmakers
|
||||
|
||||
- Film the guard
|
||||
- Test boundaries for content
|
||||
- May accuse the guard of overreacting
|
||||
- Create public-relations risk
|
||||
|
||||
## Confused Visitors
|
||||
|
||||
- Have appointments or directions
|
||||
- May genuinely believe the building is public
|
||||
- Reward patient explanations
|
||||
|
||||
## Intoxicated Pedestrians
|
||||
|
||||
- Move unpredictably
|
||||
- May ignore instructions
|
||||
- Require additional distance and assistance
|
||||
|
||||
## Trespassers
|
||||
|
||||
- Repeatedly test entrances
|
||||
- Use distractions
|
||||
- May return after being told to leave
|
||||
|
||||
## Violent Threats
|
||||
|
||||
- Rare
|
||||
- Escalate quickly
|
||||
- Trigger the emergency response system only when their behavior indicates immediate danger
|
||||
|
||||
## 51/50s
|
||||
|
||||
Crazy Homeless Individuals may be referred to as "51/50s" in the context of the game, indicating a person who may be experiencing a mental health crisis and could pose a potential threat to themselves or others.
|
||||
|
||||
- May loiter near entrances
|
||||
- Can be unpredictable in behavior
|
||||
- Often respond poorly to aggressive confrontation
|
||||
- Require careful de-escalation and patience
|
||||
|
||||
---
|
||||
- **Tourists:** take photos, sit on steps, drift toward restricted doors; usually respond well to polite directions.
|
||||
- **Street performers:** may block stairs or argue when moved; can be redirected to a permitted area.
|
||||
- **Influencers and filmmakers:** film the guard, test boundaries, and create public-relations risk.
|
||||
- **Confused visitors:** may have appointments or genuinely believe the building is public; reward patient explanation.
|
||||
- **Intoxicated pedestrians:** move unpredictably, ignore instructions, and need extra distance or assistance.
|
||||
- **Trespassers:** test entrances, use distractions, and may return after being told to leave.
|
||||
- **Violent threats:** rare, escalate quickly, and justify emergency response only when behavior shows immediate danger.
|
||||
- **People in mental-health crisis:** may loiter, behave unpredictably, and respond poorly to aggression; require patience and careful de-escalation. The setting may refer to a 51/50 hold, but the game should present the person respectfully, not as an automatic threat.
|
||||
|
||||
## Special Systems
|
||||
|
||||
## Reputation Meter
|
||||
### Reputation
|
||||
|
||||
The player is evaluated on:
|
||||
The shift evaluates peaceful resolutions, response time, radio accuracy, unnecessary confrontations, public complaints, property damage, entrance security, and whether assistance was justified. Calling armed help too often scores poorly even when no one is hurt.
|
||||
|
||||
- Number of incidents resolved peacefully
|
||||
- Response time
|
||||
- Accuracy of radio reports
|
||||
- Number of unnecessary confrontations
|
||||
- Public complaints
|
||||
- Property damage
|
||||
- Whether the entrance remained secure
|
||||
### Evidence and Body Camera
|
||||
|
||||
A player who calls armed assistance too often should score poorly, even if no one was injured.
|
||||
Interactions are recorded automatically. The body camera is a real state the player can toggle; a formal warning also arms it. The shift review uses the recorded events and evidence to show whether the response was justified.
|
||||
|
||||
## Evidence and Body Camera
|
||||
### Crowd Reaction
|
||||
|
||||
Interactions are automatically recorded. After each shift, the player reviews incidents and sees whether their escalation was justified.
|
||||
Nearby pedestrians react to the guard. Calm professionalism attracts little attention; aggression draws a crowd; visible weapons or responders can cause panic. Good de-escalation keeps the boulevard moving.
|
||||
|
||||
This encourages players to think before acting.
|
||||
### Radio Limits
|
||||
|
||||
## Public Crowd Reaction
|
||||
|
||||
Nearby pedestrians react to the guard’s behavior:
|
||||
|
||||
- Calm professionalism attracts little attention
|
||||
- Aggressive behavior creates a crowd
|
||||
- Visible weapons or emergency responders cause panic
|
||||
- Good de-escalation keeps the boulevard moving normally
|
||||
|
||||
## Limited Radio Battery or Cooldown
|
||||
|
||||
The emergency radio should not be infinitely available. A call has a cooldown and may require the player to give a short report first.
|
||||
|
||||
---
|
||||
The emergency radio has a cooldown, and the call requires a short report. Assistance takes time to arrive, so the guard must keep monitoring the situation.
|
||||
|
||||
## Shift Structure
|
||||
|
||||
Each shift lasts 10–15 minutes.
|
||||
- **Early:** harmless tourists, delivery workers, people resting on the steps.
|
||||
- **Midday:** heavier crowds, more entry attempts, more filming.
|
||||
- **Evening:** lower light, more intoxicated pedestrians and aggressive groups.
|
||||
- **Late:** a rare serious incident may test whether the player recognizes a real threat without overreacting to ordinary behavior.
|
||||
|
||||
### Early Shift
|
||||
## Outcomes
|
||||
|
||||
Mostly harmless tourists, delivery workers, and people sitting on the stairs.
|
||||
A successful shift keeps the building secure, resolves most incidents without force, keeps public access clear, makes justified emergency calls, avoids bystander injuries, and follows policy.
|
||||
|
||||
### Midday
|
||||
A poor shift involves excessive force, confronting innocent people, ignoring a real threat, false reports, allowing unauthorized entry, causing a crowd or panic, or behaving recklessly even if the door stayed locked.
|
||||
|
||||
Crowds become heavier. More people attempt to enter the building or film interactions.
|
||||
## Venues
|
||||
|
||||
### Evening
|
||||
### 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
|
||||
- Most incidents are resolved without physical force
|
||||
- Public access remains clear
|
||||
- Emergency calls are justified
|
||||
- No bystanders are injured
|
||||
- The player follows company policy
|
||||
- a busy weekend show creates a long line;
|
||||
- a performer arrives through the guest entrance;
|
||||
- a guest has a reservation but no ID;
|
||||
- a fake or borrowed ID appears;
|
||||
- a wand alert comes from keys or a belt;
|
||||
- a guest refuses screening but insists on entering;
|
||||
- someone tries to follow an authorized person through the door;
|
||||
- a late audience member arrives during the performance.
|
||||
|
||||
## Poor Performance
|
||||
Joke Shop escalation follows the common ladder: direction, explanation, repeat request, refusal, manager/security assistance, emergency only for immediate danger.
|
||||
|
||||
- Excessive use of force
|
||||
- Repeatedly confronting innocent people
|
||||
- Ignoring a real threat
|
||||
- Making false radio reports
|
||||
- Allowing repeated unauthorized entry
|
||||
- Causing a crowd or panic
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
A shift can be technically “secure” but still receive a poor rating if the guard behaves recklessly.
|
||||
A busy studio entrance with audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, influencers, and the same range of street behavior as the building scenario.
|
||||
|
||||
---
|
||||
Staff and guests are recognized or present a wristband, credential, ticket, guest-list confirmation, or other approved marker. The player keeps the steps clear, protects arrivals and equipment, manages filming boundaries, watches for tailgating, and calls for help only when there is immediate danger.
|
||||
|
||||
## Venues and Scenarios
|
||||
Typical events:
|
||||
|
||||
The game should support multiple venues, each with its own access rules, crowd patterns, equipment, and escalation procedures. The core gameplay remains the same: observe, verify access, communicate clearly, and use the lowest effective level of escalation.
|
||||
- a crowd gathers for a celebrity arrival;
|
||||
- tourists block the entrance for photographs;
|
||||
- a performer sets up in the audience queue;
|
||||
- an influencer ignores the filming boundary;
|
||||
- a confused visitor believes the studio is open;
|
||||
- an intoxicated pedestrian approaches the stage door;
|
||||
- a trespasser blends into an audience group;
|
||||
- an authorized guest arrives without a wristband;
|
||||
- someone presents a counterfeit credential;
|
||||
- a violent threat appears during a crowded arrival.
|
||||
|
||||
## The Joke Shop
|
||||
## Presentation and Controls
|
||||
|
||||
**The Joke Shop** is a comedy club scenario where the player works as a door person at the entrance. The player is responsible for checking identification, confirming that guests are attending the correct show, and screening guests for weapons with a handheld security wand.
|
||||
The game is first-person: WASD and mouse look, a focus cone on nearby people, a billboarded focus circle, `Tab`/mouse-wheel cycling for aim-free selection, and a radial action menu opened with left click or `Space`. `Shift` is precision walk. Gamepad input is supported, and keys/buttons can be remapped in Settings.
|
||||
|
||||
### Primary Responsibilities
|
||||
The action wheel prioritizes de-escalation: Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio. Emergency stays on `R` and is not a wheel slice. `W` is walk, never the wand; `C` is the optional wand shortcut.
|
||||
|
||||
- Check each guest’s government-issued ID where required.
|
||||
- Confirm that the guest meets the venue’s age requirement.
|
||||
- Verify that the ID appears valid and belongs to the person presenting it.
|
||||
- Check tickets, reservations, or guest-list status.
|
||||
- Use the handheld wand according to venue policy.
|
||||
- Direct guests through the entrance without blocking the sidewalk.
|
||||
- Refuse entry when a guest has an invalid ID, no valid admission, or a prohibited item.
|
||||
The visual direction is readable stylized realism:
|
||||
|
||||
### Guest Outcomes
|
||||
- **Blender library:** 8 skinned NPC variants, 18 gear pieces, and 20 street/venue props, with baked albedo/normal/AO/ORM maps, a manifest, and procedural fallbacks. `Rig/Head` stays the focus anchor.
|
||||
- **Realism pass:** AI-assisted per-phase skyline panoramas, v2 surface tiles with normal maps, wet asphalt at night, a warm day haze, phase-specific sun/exposure/fog, a visible flashlight beam, and denser foliage.
|
||||
- **References and QA:** runtime UI art lives in `assets/images/ui/`; reference/art-direction sets live in `docs/screens/designs/` and `docs/screens/concepts/`; captures live in `docs/screenshots/`; realism runs live in `docs/screens/realism/`. `screen_designs.py compare/judge` and `tools/check_screenshots.sh` guard drift.
|
||||
- **Storage convention:** see [ADR-0014](docs/adr/0014-runtime-image-root.md). Never overwrite an existing image; new outputs get a new path or `-vN` suffix.
|
||||
|
||||
A guest may have:
|
||||
The path from the current vertical slice to v1.0.0 — content depth, onboarding, accessibility, platform QA and release readiness — is tracked in [`TODO.md`](TODO.md); this plan stays at the product/design level.
|
||||
|
||||
- A valid ID and ticket
|
||||
- A valid ID but no ticket or reservation
|
||||
- An expired, damaged, or questionable ID
|
||||
- An ID that does not match the guest
|
||||
- A prohibited item detected by the wand
|
||||
- A harmless item that causes a false alarm
|
||||
- No ID when identification is required
|
||||
|
||||
The player must make decisions based on the venue’s rules and observable evidence, not on a guest’s appearance or attitude. A calm guest with a valid ID should be admitted efficiently, while an aggressive guest with valid credentials may still require assistance if they threaten staff or other patrons.
|
||||
|
||||
### Joke Shop Escalation
|
||||
|
||||
1. **Nonverbal direction:** Raise a hand, point to the ID-check area, or gesture for the guest to wait.
|
||||
2. **Routine explanation:** Explain the ID, ticket, or wand-check requirement.
|
||||
3. **Repeat request:** Clearly state what is missing or what must happen before entry.
|
||||
4. **Refusal of entry:** Keep the guest outside and direct them away from the entrance.
|
||||
5. **Manager or security assistance:** Call for a supervisor or another staff member when a guest argues, refuses screening, or blocks the line.
|
||||
6. **Emergency response:** Call emergency services only for an immediate threat, such as a weapon, assault, or serious attempt to force entry.
|
||||
|
||||
The handheld wand should not automatically identify an item as a weapon. The player must interpret the alert, ask the guest to identify the item, and follow venue procedure. The goal is to create a believable screening challenge while keeping the emphasis on communication and proportionate responses.
|
||||
|
||||
### Scenario Events
|
||||
|
||||
- A busy weekend comedy show creates a long line.
|
||||
- A performer arrives through the guest entrance and must be recognized or verified.
|
||||
- A guest forgets their ID but appears on the reservation list.
|
||||
- A fake or borrowed ID is presented.
|
||||
- A wand alert comes from keys, a belt buckle, or a phone.
|
||||
- A guest refuses the screening but insists on entering.
|
||||
- A disruptive guest attempts to follow another person through the door.
|
||||
- A late-arriving audience member tries to enter during a performance.
|
||||
|
||||
## Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario takes place outside a late-night television studio on Hollywood Boulevard. The guard manages the front steps, studio entrance, guest arrivals, deliveries, audience members, and the public crowd gathered around the building.
|
||||
|
||||
The studio encounters all of the NPC types described in the game plan:
|
||||
|
||||
- **Tourists** stopping to take photos or watch arrivals
|
||||
- **Street performers** occupying the steps or performing near the entrance
|
||||
- **Influencers and filmmakers** recording the guard, guests, or celebrity arrivals
|
||||
- **Confused visitors** looking for the wrong entrance or trying to attend a show without understanding the access rules
|
||||
- **Intoxicated pedestrians** approaching the entrance or disrupting the crowd
|
||||
- **Trespassers** testing the doors, trying to follow authorized guests, or returning after being directed away
|
||||
- **Violent threats**, which are rare but require careful recognition and emergency escalation
|
||||
|
||||
The studio also has authorized guests and staff. They must either be recognized by the guard or present a valid wristband, credential, guest-list confirmation, or other approved access marker. The player must check these credentials without holding up the audience line or allowing unauthorized people to enter.
|
||||
|
||||
### Studio Responsibilities
|
||||
|
||||
- Keep the front steps and entrance clear.
|
||||
- Direct tourists and performers away from restricted areas.
|
||||
- Check wristbands, credentials, tickets, or guest-list status.
|
||||
- Admit authorized staff, performers, guests, and audience members.
|
||||
- Manage influencers and filmmakers without unnecessarily obstructing lawful filming.
|
||||
- Protect celebrity arrivals and production equipment from crowding.
|
||||
- Coordinate with studio staff, production assistants, and additional security guards.
|
||||
- Watch for attempts to follow authorized people through the entrance.
|
||||
- Call for emergency assistance only when there is an immediate threat.
|
||||
|
||||
### Studio Scenario Events
|
||||
|
||||
- A crowd gathers to watch a celebrity arrive.
|
||||
- Tourists stop on the steps and block the entrance for photographs.
|
||||
- A street performer sets up in front of the audience queue.
|
||||
- An influencer repeatedly ignores the restricted filming boundary.
|
||||
- A confused visitor believes the studio is open to the public.
|
||||
- An intoxicated pedestrian wanders toward the stage door.
|
||||
- A trespasser tries to blend into an audience group.
|
||||
- An authorized guest arrives without their wristband and must be verified another way.
|
||||
- Someone presents a counterfeit wristband or credential.
|
||||
- A violent threat appears during a crowded arrival, requiring the player to protect the entrance while calling for assistance.
|
||||
|
||||
The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation.
|
||||
|
||||
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
|
||||
Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md), [ADR-0009](docs/adr/0009-radial-action-menu.md), [ADR-0010](docs/adr/0010-procedural-npc-presentation.md), [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md), [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md), [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
## Engine: Godot 4
|
||||
- **Engine:** Godot 4.7.2, GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build.
|
||||
- **Language:** GDScript.
|
||||
- **Architecture:** venue-driven simulation; shared systems plus `Resource`-based scenario data.
|
||||
- **Navigation:** `NavigationRegion3D` / `NavigationAgent3D`.
|
||||
- **NPC behavior:** lightweight custom finite state machines driven by `NpcProfile` resources.
|
||||
- **UI/audio:** Godot `Control` nodes, themes, procedural audio, and JSON-backed localized strings.
|
||||
- **Persistence:** JSON in `user://` for settings and shift history.
|
||||
- **Testing:** custom headless runner (`src/test/test_runner.gd`); GUT was evaluated and not adopted. Python tooling tests cover the asset/screenshot pipelines.
|
||||
- **Source control/CI:** git on Gitea; `.gitea/workflows/build.yml` runs headless checks and builds/publishes releases on tags.
|
||||
- **Targets:** Windows, Linux, macOS, and Web. Release artifacts include portables, an NSIS installer, an AppImage, a Web zip, and an optional Desktop HQ zip (Forward+ volumetric lighting; Vulkan required).
|
||||
|
||||
The game is built with the Godot Engine 4.x editor. Godot was chosen for its free and open-source license, built-in 3D rendering, navigation, animation, audio, and UI systems, and its low weight for fast prototyping and iteration.
|
||||
## Versioning and Delivery
|
||||
|
||||
## Language: GDScript
|
||||
|
||||
Gameplay logic is written in GDScript. It is tightly integrated with the engine, fast to iterate on, and avoids an external build toolchain for the prototype phase.
|
||||
|
||||
## Architecture Mapping
|
||||
|
||||
The venue-driven architecture maps onto Godot as follows:
|
||||
|
||||
- **Nodes and scenes:** Each major system (`ShiftCoordinator`, `NPCController`, `InteractionSystem`, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`, `ShiftReview`) is a Godot node or scene.
|
||||
- **Scenarios as resources:** `VenueScenario` and content such as `NpcProfile`, `Dialogue`, `EventPool`, and `AccessPolicy` are defined as custom Godot `Resource` types so venue content is data-driven and inspectable in the editor.
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D` drive NPC and player movement.
|
||||
- **NPC behavior:** Lightweight custom finite state machines built on the `NPCController` node, with behavior traits coming from `NpcProfile` resources.
|
||||
- **UI:** Godot `Control` nodes and themes for prompts, access inspection, radio reports, dialogue, timers, and the shift review screen.
|
||||
- **Audio:** Godot audio buses and `AudioStreamPlayer` nodes for voices, crowd noise, radio, and environment sound.
|
||||
|
||||
## Content and Data
|
||||
|
||||
- Scenario and entity configuration uses typed Godot `Resource` files (`.tres`), created either in the editor or via scripts.
|
||||
- Localized dialogue and text are stored in JSON files when they need to be editable outside the editor.
|
||||
- Save data and shift results use JSON in Godot's `user://` directory.
|
||||
|
||||
## Testing
|
||||
|
||||
- Unit and scenario tests use a lightweight custom headless runner
|
||||
(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
|
||||
- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
|
||||
|
||||
## Version Control and CI
|
||||
|
||||
- Source is tracked with git.
|
||||
- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
|
||||
Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
|
||||
|
||||
## Planned Commands
|
||||
|
||||
The following commands apply once the Godot project is scaffolded:
|
||||
|
||||
- Open the editor: `godot --editor --path .`
|
||||
- Run the game: `godot --path .`
|
||||
- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
|
||||
|
||||
## Export Targets
|
||||
|
||||
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
|
||||
|
||||
## Player Control, Focus, and Action Menu (next pass)
|
||||
|
||||
The prototype already walks and looks in first person, but the control scheme fights itself and targeting is a hairline. This pass replaces that with three things that belong together: solid locomotion, a visible focus on a person, and a round action menu for what to do with them.
|
||||
|
||||
Decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md) locomotion and input layers, [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md) cone focus and head ring, [ADR-0009](docs/adr/0009-radial-action-menu.md) radial action menu, [ADR-0010](docs/adr/0010-procedural-npc-presentation.md) procedural NPC presentation.
|
||||
|
||||
### What is wrong today
|
||||
|
||||
- `W` is walk-forward in the input map and wand-screening in `GameManager._handle_key`. Walking at someone with a wand venue fires the wand.
|
||||
- `A` / `D` are strafe and also allow/deny during inspection.
|
||||
- `Q` is polite direction and is also bound as `cancel`.
|
||||
- Focus is an 8 m physics ray from the camera. Missing a capsule by a few pixels clears the target. There is no mark in the world that you have someone.
|
||||
- NPC bodies are colored capsules with props. They read as markers, not people.
|
||||
- Actions live on number keys `1`–`6` plus `Q` / `E` / `W` / `R`. That is a cheat-sheet, not a verb you pick while looking at a person.
|
||||
- `Esc` only toggles mouse capture. There is no "I changed my mind" for an action in progress.
|
||||
|
||||
### Movement and look
|
||||
|
||||
Keep first-person WASD + mouse look. Fix the feel and stop stealing those keys.
|
||||
|
||||
- Body yaw from mouse X, head pitch from mouse Y, pitch clamped (already `-80` to `80`).
|
||||
- Move relative to body yaw only (already). Add short acceleration / deceleration so starts and stops are not instant.
|
||||
- Gravity only when `not is_on_floor()`; `floor_snap_length` so the steps work.
|
||||
- Mouse look runs only while `MOUSE_MODE_CAPTURED` and no modal UI is open (radial, inspection, wand, radio, shift review).
|
||||
- Walk speed stays around 3.2 m/s. No sprint, no crouch in this pass.
|
||||
- While the radial is open: freeze look and WASD so `A` / `D` can cycle the menu. Recapture the mouse when the menu closes.
|
||||
- `Esc` with a modal open closes that modal and does nothing else. `Esc` with nothing open keeps the current capture/release toggle.
|
||||
|
||||
Equipment stays on its own keys because it is not about a person: `G` flashlight, `L` door lock, `Tab` cycle nearby people, `V` venue (debug), `F` debug overlay. `R` stays the dedicated emergency radio (hold-to-confirm on the existing panel). Those do not go on the wheel.
|
||||
|
||||
Wand leaves `W`. It is a slice on the wheel (greyed when the venue has no wand) and an optional extra key that is not WASD, suggested `C`.
|
||||
|
||||
### Focus area
|
||||
|
||||
Replace the hairline ray as the primary picker.
|
||||
|
||||
- A **focus cone** in front of the camera: people within about 10 m whose head projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees).
|
||||
- If several heads sit in the circle, pick the one closest to the center, then the nearer one if tied.
|
||||
- The person must be in front (dot with camera forward > 0) and not fully occluded by the building. A short ray to the head is enough for occlusion.
|
||||
- `Tab` still cycles people inside 12 m as the aim-free path. Cycling sets the same focused person the cone would.
|
||||
- Clearing: look away until the head leaves the circle for a few frames (small grace so a bob does not drop them), or they walk out of range.
|
||||
|
||||
### Head ring
|
||||
|
||||
When a person is in focus, draw a thin ring around their head.
|
||||
|
||||
- Attach to the avatar `Head` node, sitting just above the skull, billboarded to the camera so it stays a circle on screen.
|
||||
- Slow spin is fine; no ping-pong scale spam.
|
||||
- Idle focus: pale gold, modest size. Radial open on that person: brighter, slightly larger.
|
||||
- Optional small name under the ring (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
|
||||
- One ring at a time. Everyone else has none.
|
||||
|
||||
Implementation sketch: `MeshInstance3D` torus or a thin unshaded ring mesh on the avatar, toggled from `GuardController` / `GameManager` when focus changes. Screen-space fallback (unproject head, draw a `Control` circle) is acceptable if the 3D torus z-fights on hats.
|
||||
|
||||
### Round action HUD
|
||||
|
||||
A doughnut / pie menu centered on the screen, opened on the focused person.
|
||||
|
||||
**Open**
|
||||
|
||||
- Left mouse button, or `Space`, while someone is in focus and no other modal is open.
|
||||
- If nobody is in focus, log the existing "aim first" line and do not open.
|
||||
- The click that opens the menu must not also pick a slice.
|
||||
|
||||
**While open**
|
||||
|
||||
- Mouse becomes visible. Look and walk freeze.
|
||||
- Center of the doughnut shows the focused person's `display_name`.
|
||||
- Slices, clockwise from the top, de-escalation first:
|
||||
1. Raise hand (stop / wait)
|
||||
2. Point away
|
||||
3. Head shake
|
||||
4. Polite direction (old `Q`)
|
||||
5. Inspect access (old `E`)
|
||||
6. Wand (grey if the venue has no wand)
|
||||
7. Formal warning
|
||||
8. Block
|
||||
9. Radio assist
|
||||
- Emergency is **not** on the wheel (`R` only).
|
||||
- Highlight follows the mouse angle when the cursor is over the ring. `Left` / `Right` or `A` / `D` step the highlight. Wrap around.
|
||||
|
||||
**Confirm**
|
||||
|
||||
- Click a slice: that action runs, menu closes, mouse recaptured.
|
||||
- `Space` while a slice is highlighted: same.
|
||||
- Inspect or wand: close the wheel, then open the existing inspect / wand panel. Allow / deny on that panel stay `A` / `D` (walk is frozen only while the wheel is up; once the inspect panel is open, WASD can move again, so allow/deny on `A` / `D` remains a press handler and must ignore repeats / echo, which it already does). Safer: keep walk frozen for inspect/wand too, until the panel closes. Prefer freeze until the whole interaction ends.
|
||||
- Radio assist: close the wheel, open the existing radio panel.
|
||||
|
||||
**Cancel**
|
||||
|
||||
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
||||
- Focus and the head ring stay as they were.
|
||||
|
||||
Number keys `1`–`6` may remain as shortcuts that skip the wheel so a smoke-test script still works. They must not fire while the wheel is open (the wheel owns `A` / `D` / `Space`). Document both in the README.
|
||||
|
||||
### NPC display
|
||||
|
||||
Stay on the procedural capsule rig (no Mixamo / GLB dependency this pass). Make them read as people at conversation distance.
|
||||
|
||||
- Neck between torso and head; shoes; simple hair cap (color from seed); two dark eye spheres on the face so a head has a front.
|
||||
- Keep archetype props (camera, box, hat, sign, bag). Keep height / brightness variation from the visual seed.
|
||||
- Collision capsule matches the scaled height so the focus ray / cone hits the body you see.
|
||||
- `Head` stays a named node other systems can find (`get_node("Rig/Head")`) for the ring and the cone.
|
||||
- Walk bob and the "look at the guard when noticed" cue stay.
|
||||
- Do not put the internal type name (`Trespasser`, `Violent Threat`) on the body. The player should judge from clothes, props, and behavior. The debug overlay (`F`) can still print the type.
|
||||
|
||||
AI textures in `assets/textures/ai/` stay out of this pass unless a specific map (shirt, hair) is already the right size.
|
||||
|
||||
### Input map (target)
|
||||
|
||||
| Action | Bind |
|
||||
| --- | --- |
|
||||
| Walk | WASD / arrows (arrows **do not** walk while the wheel is open; they step the highlight) |
|
||||
| Look | Mouse, captured |
|
||||
| Open / confirm action menu | LMB, `Space` |
|
||||
| Cancel menu | RMB, `Esc` |
|
||||
| Step highlight | `A` / `D`, left / right arrows |
|
||||
| Emergency radio | `R` |
|
||||
| Flashlight | `G` |
|
||||
| Door lock | `L` |
|
||||
| Cycle nearby people | `Tab` |
|
||||
| Wand shortcut | `C` (not `W`) |
|
||||
| Inspect shortcut | `E` still allowed when the wheel is closed |
|
||||
|
||||
### Files this pass is expected to touch
|
||||
|
||||
- `src/game/guard_controller.gd` — cone focus, no look while modal, accel, floor snap.
|
||||
- `src/game/npc_avatar.gd` — face / hair / neck, head marker, ring toggle.
|
||||
- `src/game/ui/action_radial.gd` — new Control, `_draw` doughnut, slice pick.
|
||||
- `src/game/ui/hud.gd` — host the radial; stop teaching number-key verbs as the only path.
|
||||
- `src/game/game_manager.gd` — input routing, freeze flags, open/confirm/cancel.
|
||||
- `project.godot` — input map.
|
||||
- `src/core/strings.gd` — controls line, aim-first, no new tone-of-voice.
|
||||
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
|
||||
- README controls table and smoke checklist.
|
||||
`config/version` in `project.godot` is the single version source (currently `0.9.1`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
|
||||
|
||||
## Design Direction
|
||||
|
||||
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
|
||||
|
||||
A useful guiding rule:
|
||||
|
||||
> **The player wins by choosing the lowest level of escalation that keeps everyone safe.**
|
||||
|
||||
## Future Ideas
|
||||
|
||||
- A rare Bob Dobbs cameo (Easter-egg appearance; placement note in `MEMORY.md`).
|
||||
- Specific unusual NPC behaviors, such as slapping their own face, using hands as scissors, or interacting with props unexpectedly.
|
||||
- Live 3D body-camera replay; additional venues or seasonal events; real voice/dialogue audio; an image-to-mesh prop pipeline.
|
||||
@@ -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:
|
||||
|
||||
@@ -13,286 +13,118 @@ 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, the Joke Shop alley, the TV Studio arrival, and the prop lineup.*
|
||||
|
||||
## ⬇️ Downloads
|
||||
|
||||
| Platform | Package |
|
||||
| --- | --- |
|
||||
| **Windows — installer** | [`step-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
|
||||
| **Windows — portable** | [`step-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
|
||||
| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
|
||||
| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
|
||||
| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
||||
| **Windows — installer** | [`gig-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
|
||||
| **Windows — portable** | [`gig-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
|
||||
| **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) |
|
||||
| **Desktop HQ** | [`gig-line-desktop-hq-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · optional Forward+ build with volumetric fog/SDFGI/flashlight; requires a Vulkan-capable GPU/driver |
|
||||
|
||||
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||
|
||||
> **Latest: v0.2.2** — session shell (venue menu, pause overlay, persisted settings) and the
|
||||
> world presentation follow-ups (walkable steps, transparent skyline, larger marquee and focus
|
||||
> ring). Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||
>
|
||||
> **Latest: v0.9.1** — unified Godot 4.7.2 CI/release environment with cached
|
||||
> Godot binaries/templates, plus v0.9.0's production-quality and v0.8
|
||||
> tutorial/campaign/resume work.
|
||||
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||
> (NSIS + appimagetool) and uploads with the portable binaries.
|
||||
>
|
||||
> Note: on this host, downloading release files currently requires sign-in;
|
||||
> the page and tag URLs are public.
|
||||
>
|
||||
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
||||
> `xattr -dr com.apple.quarantine 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).
|
||||
|
||||
If you are here to develop or test locally instead of downloading, jump to
|
||||
[Run and Test](#run-and-test) below.
|
||||
[Setup and Run](#setup-and-run) below.
|
||||
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4.3 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a 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
|
||||
|
||||
A typical shift lasts 10–15 minutes. The player:
|
||||
|
||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
||||
2. Determines why each person is approaching.
|
||||
3. Uses simple gestures or polite directions first.
|
||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
||||
6. Records the incident through body-camera and radio systems.
|
||||
7. Finishes the shift with a performance review based on safety, judgment, and professionalism.
|
||||
|
||||
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
|
||||
|
||||
## Planned Venues
|
||||
|
||||
### Hollywood Boulevard Building
|
||||
|
||||
The original scenario places the guard at the top of the steps outside a fictional building. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
||||
|
||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
||||
|
||||
### The Joke Shop
|
||||
|
||||
The Joke Shop is a comedy-club scenario. The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
|
||||
|
||||
### Hollywood Boulevard Late Night TV Studio
|
||||
|
||||
This scenario combines the previously defined NPC types with a busy television-studio entrance. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
||||
|
||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
||||
|
||||
## Escalation Model
|
||||
|
||||
The common escalation model has six levels:
|
||||
|
||||
0. **Observation** — Decide whether intervention is necessary.
|
||||
1. **Simple deterrence and polite direction** — Raise an open hand, make eye contact, point toward the sidewalk or check-in area, shake the head, or give a short instruction.
|
||||
2. **Formal warning** — Clearly explain the rule and request compliance.
|
||||
3. **Blocking and physical positioning** — Secure the entrance, maintain distance, preserve an escape route, and deny access without starting a fight.
|
||||
4. **Radio for security assistance** — Request a supervisor, second guard, building management, or other appropriate support.
|
||||
5. **Emergency response** — Hold the emergency-radio button and confirm only when there is an immediate threat, such as a weapon, assault, forced entry, or serious threat to occupants.
|
||||
|
||||
An off-duty law-enforcement officer or armed emergency responder may arrive during a valid emergency. This character is not intended to be a routine stronger attack. Their role is crisis control, evacuation, restraint, arrest, or other appropriate intervention, with force governed by the situation and meaningful consequences for unjustified calls.
|
||||
|
||||
## Core Systems
|
||||
|
||||
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
|
||||
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
|
||||
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
|
||||
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
|
||||
- **Escalation:** The player chooses the lowest effective response.
|
||||
- **Radio assistance:** Calls require useful information and may take time to arrive.
|
||||
- **Evidence:** Body-camera records support shift review and accountability.
|
||||
- **Crowd reaction:** Aggressive behavior, visible weapons, and emergency response can create panic or attract a crowd.
|
||||
- **Reputation:** Peaceful resolutions, accurate reports, low property damage, and justified calls improve performance; unnecessary confrontations and false reports reduce it.
|
||||
- **Shift review:** The player receives feedback on access decisions, escalation choices, public complaints, injuries, and security outcomes.
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
The planned solution uses a venue-driven simulation architecture. Venue configuration supplies rules, access types, NPC pools, equipment, events, and escalation policies. Shared simulation systems provide movement, perception, interactions, dialogue, access verification, escalation, radio calls, crowds, reputation, evidence, and shift review.
|
||||
|
||||
```text
|
||||
Venue Scenario / Rules
|
||||
|
|
||||
v
|
||||
Shift Coordinator -----> Event Scheduler
|
||||
| |
|
||||
v v
|
||||
NPC Simulation <---------- Interaction System
|
||||
| |
|
||||
v v
|
||||
Access Verification ----> Escalation / Response
|
||||
| |
|
||||
+-------------> Reputation / Evidence
|
||||
|
|
||||
v
|
||||
Shift Review
|
||||
```
|
||||
|
||||
The architecture maps onto Godot 4 nodes, scenes, and custom resources as described in [Tech Stack](#tech-stack). See the full arc42-style outline in [`docs/architecture.md`](docs/architecture.md) and the decisions in [`docs/adr/`](docs/adr/).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
- **Engine:** Godot Engine 4.x
|
||||
- **Language:** GDScript
|
||||
- **Architecture:** Venue-driven simulation using nodes, scenes, and custom `Resource`-based scenario data
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
|
||||
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
|
||||
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
|
||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks.
|
||||
- **Testing:** GUT (Godot Unit Test) in headless mode
|
||||
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
|
||||
- **Targets:** Windows, Linux, and macOS desktop first; web later
|
||||
|
||||
### Image Asset Tools
|
||||
|
||||
Install the Pillow dependency used by the existing texture generator and the asset tools:
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
```
|
||||
|
||||
Generate a role-sized image (generation requires `OPENROUTER_API_KEY`):
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py generate --prompt "weathered red brick" --role tile --output assets/textures/brick_extra.png
|
||||
```
|
||||
|
||||
Generated images are resized to the selected role profile. Non-square requests use
|
||||
the validated `openai/gpt-5-image-mini` source ratio and crop to the final role dimensions.
|
||||
Transparent glyphs can be recolored while preserving their alpha mask with
|
||||
`--foreground '#ffffff'`.
|
||||
|
||||
Crop uses the image center by default; `--x` and `--y` select an explicit crop origin. Resize defaults to aspect-preserving `contain`; use `--fit cover` to crop or `--fit stretch` to distort to the exact dimensions.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py crop assets/textures/source.png assets/textures/crop.png --width 256 --height 128
|
||||
python3 tools/asset_pipeline.py resize assets/textures/source.png assets/images/backgrounds/scene.png --width 1920 --height 1080 --fit cover
|
||||
python3 tools/asset_pipeline.py seamless assets/textures/rough_tile.png assets/textures/tile.png
|
||||
```
|
||||
|
||||
Audit accepts image files or directories. `--role auto` infers common roles from paths and filenames; explicit roles include `tile`, `texture`, `icon`, `card`, `banner`, `backdrop`, `background`, `overlay`, `app_icon`, and `screenshot`.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/backgrounds --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
|
||||
### Setup
|
||||
|
||||
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
||||
2. Open or run the project from this directory.
|
||||
|
||||
### Run and Test
|
||||
|
||||
```bash
|
||||
# Open in the editor
|
||||
godot --editor --path .
|
||||
|
||||
# Run the game
|
||||
godot --path .
|
||||
|
||||
# Headless smoke boot (120 frames then exit)
|
||||
godot --headless --path . --quit-after 120
|
||||
|
||||
# Run all unit tests headlessly (exit code 0 = pass)
|
||||
godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# Save a screenshot to user:// (windowed)
|
||||
godot --path . --script res://src/test/take_screenshot.gd
|
||||
|
||||
# Windowed control smoke: focus ring + action wheel, saves PNGs, exits 1 on failure
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
|
||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
||||
```
|
||||
|
||||
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 |
|
||||
| Space / left click | Action wheel for the focused person |
|
||||
| A / D or ←/→ | Step through the action wheel (while it is open) |
|
||||
| Space / left click | Confirm the highlighted action (while the wheel is open) |
|
||||
| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
|
||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
||||
| Q | Polite direction (Level 1) |
|
||||
| 4 | Formal warning (Level 2) |
|
||||
| 5 | Blocking and positioning (Level 3) |
|
||||
| 6 | Security assistance radio (Level 4) |
|
||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
||||
| E | Inspect access artifacts / close inspection |
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab | 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 |
|
||||
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
|
||||
each person is approaching, verify access with recognition, wristbands, IDs,
|
||||
tickets or credentials, and escalate only when necessary. The game rewards calm
|
||||
resolution over force. The full mechanics — the three venues, the six-level
|
||||
escalation model, and the core systems — are in
|
||||
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
|
||||
[`PLAN.md`](PLAN.md).
|
||||
|
||||
## Architecture
|
||||
|
||||
The full arc42-style architecture documentation lives in [`docs/architecture.md`](docs/architecture.md). It covers goals, constraints, context, solution strategy, building blocks, runtime views, deployment, cross-cutting concepts, quality requirements, risks, a glossary, the CI/CD build pipeline, semantic versioning, and release management.
|
||||
A venue-driven simulation: shared systems (movement, perception, interaction,
|
||||
access verification, escalation, radio, crowd, reputation, evidence, shift
|
||||
review) driven by per-venue scenario data, on Godot 4 + GDScript. The full
|
||||
arc42-style document is [`docs/architecture.md`](docs/architecture.md);
|
||||
decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
|
||||
|
||||
## Tech Stack
|
||||
|
||||
- **Engine:** Godot 4.7.2 · **Language:** GDScript
|
||||
- **NPCs:** Blender-authored skinned library (`assets/models/blender/`) with procedural fallbacks; lightweight FSMs on `NpcProfile`
|
||||
- **World:** procedural `WorldBuilder` + generated prop models
|
||||
- **Art:** v2 skyline/surface textures in `assets/textures/ai/game_ready/v2/picks/`; UI/scene art in `assets/images/`
|
||||
- **Asset tooling:** `asset_pipeline.py`, `model_pipeline.py`, `npc_pipeline.py`, `blender_assets.py`, `scene_concepts.py`, `screen_designs.py`, `check_screenshots.sh`
|
||||
- **Testing:** custom headless runner (`src/test/test_runner.gd`)
|
||||
- **Targets:** Windows, Linux, macOS, Web
|
||||
|
||||
The asset pipelines, model tools, and screenshot gates are documented in
|
||||
[`docs/asset-tooling.md`](docs/asset-tooling.md).
|
||||
|
||||
## Setup and Run
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
|
||||
godot --editor --path . # open in the editor
|
||||
godot --path . # run the game
|
||||
godot --headless --path . --script res://src/test/test_runner.gd # run all tests
|
||||
```
|
||||
|
||||
Full setup, every run/test/smoke command, and the controls table are in
|
||||
[`docs/getting-started.md`](docs/getting-started.md).
|
||||
|
||||
## Project Documentation
|
||||
|
||||
- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
|
||||
- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
|
||||
- [`TODO.md`](TODO.md) — Active checkbox task list.
|
||||
- [`DONE.md`](DONE.md) — Completed task sections.
|
||||
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
||||
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
|
||||
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
||||
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
|
||||
- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
|
||||
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
|
||||
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
|
||||
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
|
||||
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
|
||||
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
|
||||
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
|
||||
- [`TODO.md`](TODO.md) — Active tasks plus the v1.0.0 gap analysis and milestone roadmap.
|
||||
|
||||
## Development Status
|
||||
|
||||
Implemented so far:
|
||||
|
||||
- Godot 4.3 project scaffold, input map, procedural world builder
|
||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **88 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell)
|
||||
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
|
||||
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
|
||||
- Control pass: focus cone on NPC heads with a billboarded gold ring and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
|
||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus ring / name tag
|
||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
||||
- 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, eye-contact and request-reason verbs, crowd rubbernecking, emergency aftermath, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
|
||||
### Smoke Test Checklist
|
||||
|
||||
1. `godot --path .` starts the game on the venue menu without script errors.
|
||||
2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
|
||||
3. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
||||
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
|
||||
5. Walking into the steps carries the guard up onto the landing (steps have colliders).
|
||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
||||
7. The `STEP LINE` marquee is readable from the sidewalk.
|
||||
8. NPCs spawn and approach the entrance during the first minutes.
|
||||
9. Looking at an NPC inside the focus cone shows a gold head ring, the person's name, and the HUD target line.
|
||||
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
|
||||
11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
|
||||
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||
13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
|
||||
14. `6` opens the assistance form; submitting shows dispatch feedback.
|
||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
||||
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
||||
17. `F` toggles the debug overlay with NPC states and shift stats.
|
||||
18. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
||||
19. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
||||
20. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history; "Run another shift" returns to the venue menu.
|
||||
v0.9.0 adds the production-quality baseline: mixer/accessibility settings, a
|
||||
24-NPC performance budget and the unified Godot 4.7.2 toolchain, on
|
||||
top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See
|
||||
[`docs/development-status.md`](docs/development-status.md) for the implemented
|
||||
list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses
|
||||
the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
|
||||
|
||||
## Development Workflow
|
||||
|
||||
|
||||
@@ -1,94 +1,359 @@
|
||||
# TODO
|
||||
|
||||
Godot 4.3 prototype. Release **v0.2.2** is tagged from the session-shell commit; CI builds the
|
||||
installers and AppImage. Headless suite **88/88**, plus `smoke_session_shell.gd` and the windowed
|
||||
focus/radial smoke.
|
||||
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.
|
||||
|
||||
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
|
||||
## Gap Analysis and v1.0.0 Roadmap
|
||||
|
||||
## Remaining PLAN verbs (radial exists)
|
||||
Baseline: **v0.9.0** (2026-11-01). Three playable venues, tutorial/campaign/checkpoint resume,
|
||||
difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
|
||||
escalation/access/radio loop, shift review, the Blender asset library, 250 headless + 94 Python
|
||||
tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
|
||||
release-candidate foundation, not yet a 1.0 product.
|
||||
|
||||
- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
|
||||
radial slice if it ships.
|
||||
- [ ] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
|
||||
artifact on every staff/guest type. Staff still auto-recognize when `override_access` is
|
||||
empty (`AccessLoadout`).
|
||||
- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
|
||||
is currently always on; toggling should write an incident event.
|
||||
- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
|
||||
sends `apply_player_action(BLOCKING)`.
|
||||
- [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
|
||||
### Documentation audit (completed 2026-11-01)
|
||||
|
||||
## Crowd presentation
|
||||
- [x] Make `docs/architecture.md` the single architecture source: asset/content pipeline
|
||||
contracts, runtime venue-switch/fallback flows, deployment/version constraints, quality
|
||||
requirements, risk register and documentation ownership map.
|
||||
- [x] Keep command-heavy operational pages separate but subordinate: `docs/asset-tooling.md`,
|
||||
`docs/blender-assets.md`, `docs/getting-started.md`, `docs/RELEASING.md` and
|
||||
`docs/smoke-checklist.md` link to architecture rather than acting as parallel sources.
|
||||
- [x] Remove the obsolete `docs/plan-graphics-v0.6.md` and its links; completed graphics work is
|
||||
represented by ADR-0013, the asset pipeline section and the changelog.
|
||||
- [x] Resolve stale claims: README release version/download row, development status
|
||||
"Forward+ not implemented", and Blender props "not AO-baked".
|
||||
- [x] Record the documentation ownership rule in `docs/architecture.md` §12: design intent
|
||||
(`PLAN.md`), mechanics (`gameplay.md`), system architecture/contracts (`architecture.md`),
|
||||
decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations
|
||||
(tooling/release docs).
|
||||
|
||||
`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
|
||||
### Gap register (remaining to 1.0)
|
||||
|
||||
- [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
|
||||
incident (rubberneck). On `crowd_panic`, they move away from the door.
|
||||
- [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant
|
||||
NPCs if frame time drops.
|
||||
| Area | Current baseline | Remaining gap | Risk | Milestone |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into 1.0 | 0.9.5 |
|
||||
| Dialog/UI | Complete screens and panel art, but copy/button behavior has not had a dedicated audit | Terminology, button states, long-string layout and full screen coverage need a focused pass | Inconsistent UI undermines first-hour clarity | 0.9.1 |
|
||||
| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping | Final model/pose/facial readability and gear-fit acceptance before visual QA | Close-up jank reduces perceived quality | 0.9.2 |
|
||||
| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public 1.0 cannot claim accessible play | 0.9.1 / 0.9.5 |
|
||||
| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.9.1 / 0.9.5 |
|
||||
| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.4 / 0.9.5 |
|
||||
| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.9.5 |
|
||||
| QA/CI | Headless suite, smokes, screenshot compare, optional judge | Full visual judge gate, release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.4 / 0.9.5 |
|
||||
| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.9.5 |
|
||||
| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.4 / 0.9.5 |
|
||||
| Post-launch | Stable 0.9 feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before launch | Post-1.0 |
|
||||
|
||||
## Emergency aftermath
|
||||
## Patch 0.9.1 — Dialog, button and UI polish
|
||||
|
||||
Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
|
||||
wants evacuation, a closed street, and an investigation when the call was unjustified.
|
||||
Goal: make every player-facing screen read consistently and pass the Python
|
||||
screen-design judge before any model/texture changes. No gameplay rules change.
|
||||
|
||||
- [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
|
||||
- [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
|
||||
review and applies the existing false-report / reputation hit.
|
||||
- [ ] Review copy names the responder outcome, not only battery and crowd %.
|
||||
### Screen and terminology inventory
|
||||
|
||||
## Body-camera replay
|
||||
- [ ] Inventory every screen/panel: start menu, venue menu, tutorial, HUD, pause,
|
||||
settings, Help, inspection, wand, radio/emergency, wheel, shift review,
|
||||
timeline and campaign/continue screens.
|
||||
- [ ] Record the canonical terms for admit/deny, allow/refuse, warning/blocking,
|
||||
assistance/emergency, body camera, shift/review and campaign; remove synonyms
|
||||
that mean the same action.
|
||||
- [ ] Audit all button labels for verb-first wording, capitalization, ordering,
|
||||
destructive-action confirmation and consistent confirm/cancel placement.
|
||||
- [ ] List every hardcoded player-facing string and route it through
|
||||
`content/strings.en.json`; add placeholder validation for new keys.
|
||||
- [ ] Review NPC/door-staff/radio/tutorial/help/review/campaign dialogue for
|
||||
repetition, ambiguity, tone and localization length.
|
||||
|
||||
- [ ] Shift review: a timeline of recorded incident events (ADR-0005 already stores them).
|
||||
Scrub or step through; no live 3D replay required in the first version.
|
||||
### Button and panel behavior
|
||||
|
||||
## NPC theater
|
||||
- [ ] Audit normal/hover/pressed/focus/disabled states on every button, including
|
||||
tutorial skip, venue continue, settings apply/cancel/reset, judge/review,
|
||||
radio send/emergency hold and Help close.
|
||||
- [ ] Verify keyboard-only and gamepad-only navigation: focus order, wrapping,
|
||||
default focus, confirm/cancel behavior and no focus traps.
|
||||
- [ ] Verify every modal closes with Esc/right-click where documented, recaptures
|
||||
the mouse, and does not leave the guard frozen or the menu visible.
|
||||
- [ ] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
|
||||
strings; fix clipping, overflow and overlapping layouts.
|
||||
- [ ] Test destructive/irreversible actions (campaign reset, tutorial replay,
|
||||
emergency send) require the intended confirmation/hold and cannot double-fire.
|
||||
- [ ] Verify radio normal-send vs emergency hold, inspection/wand allow/deny,
|
||||
review continue/retry/menu and Help search/filter behavior end to end.
|
||||
|
||||
Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair)
|
||||
is in the working tree. Bodies still idle-stand at those spots.
|
||||
### Visual and judge verification
|
||||
|
||||
- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
|
||||
stays put and plays the hat/sign.
|
||||
- [ ] Update the affected UI art/reference mapping where copy or button order
|
||||
changes; keep the no-overwrite image convention.
|
||||
- [ ] Capture a deterministic screenshot for every dialog/button state that has a
|
||||
design reference; add missing capture stages or an explicit coverage gap.
|
||||
- [ ] Run `tools/check_screenshots.sh` and `python3 tools/screen_designs.py compare`;
|
||||
fix all `bad` results.
|
||||
- [ ] Run `python3 tools/screen_designs.py judge` with `--model auto` (or a pinned
|
||||
model); clear every `diff` and record accepted `review` verdicts.
|
||||
- [ ] Record the judge model, fallback order, spend and evidence in
|
||||
`docs/screens/realism/` or the screen-design report.
|
||||
- [ ] Add a short UI copy/button checklist to `docs/smoke-checklist.md`.
|
||||
- [ ] Exit: all screens have consistent terminology and button behavior, long
|
||||
strings/scale pass, and the Python compare/judge gate has no unexplained
|
||||
diff.
|
||||
|
||||
## Audio
|
||||
## Patch 0.9.2 — NPC model refinement
|
||||
|
||||
`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
|
||||
Goal: make the eight character variants and their gear hold up in portraits and
|
||||
normal play without changing the `npc_base`/`Rig/Head` contract.
|
||||
|
||||
- [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`.
|
||||
- [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
|
||||
an audio server).
|
||||
### Model and rig audit
|
||||
|
||||
## Accessibility
|
||||
- [ ] Render all eight variants from front, profile, back and portrait angles;
|
||||
compare faces, hair, ears, hands, shoes, proportions and gear fit.
|
||||
- [ ] Audit head/face readability (brow, eyes, lips, nose, hairline) at portrait
|
||||
distance; fix the highest-impact silhouette/face issues.
|
||||
- [ ] Audit gear fit and clipping: caps/beanie/hood/helmet/sunglasses, shoulder bag,
|
||||
backpack, SCBA tank, lanyard, hand items and the new coat/dress stride.
|
||||
- [ ] Audit coat/dress/skirt hems during walk, blocking, sitting and turning; fix
|
||||
remaining leg/hem intersections with weights, geometry or stride limits.
|
||||
- [ ] Re-check the frozen contract: mesh `npc_base`, bone names, five tint slots,
|
||||
front direction, attach points, triangle/vertex budgets and grounding.
|
||||
- [ ] Rebuild affected GLBs, bake AO, run `godot --headless --path . --import`, and
|
||||
run `blender_assets.py audit` plus fit/portrait checks.
|
||||
|
||||
- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
|
||||
- [ ] HUD font scale in settings.
|
||||
### Pose and animation polish
|
||||
|
||||
## Scenario content still missing vs PLAN lists
|
||||
- [ ] Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard,
|
||||
photo, film, sit and responder poses for pops or floating props.
|
||||
- [ ] Add/adjust short transitions for negotiation/reaction poses without breaking
|
||||
the seeded pose helpers or head-turn behavior.
|
||||
- [ ] Verify LOD tiers and the impostor at 16/24-NPC distances; re-run the budget
|
||||
smoke and record any triangle/draw-call changes.
|
||||
- [ ] Refresh the Blender review sheets and character portraits; keep per-asset
|
||||
previews local if gitignored.
|
||||
|
||||
- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
|
||||
refuses wand screening; late arrival during a performance.
|
||||
- [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
|
||||
crowd spike (more rubberneckers, not only one `arrive` spawn).
|
||||
- [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in
|
||||
at least one authored event.
|
||||
### Verification
|
||||
|
||||
## Distribution follow-up (host config, deferred)
|
||||
- [ ] Add/update headless tests for any new pose/model contract behavior.
|
||||
- [ ] Capture the portrait and character gallery; compare against the design
|
||||
references and run the Python judge.
|
||||
- [ ] Update `docs/blender-assets.md`, architecture/status and `MEMORY.md` with the
|
||||
revised budgets, limitations and rebuild commands.
|
||||
- [ ] Exit: portrait/readability and gear fit pass, no obvious P0/P1 clipping remains,
|
||||
and the 24-NPC budget/full test suite are green.
|
||||
|
||||
Verified via API+host credentials (2026-10-31):
|
||||
## Patch 0.9.3 — Texture and material refinement
|
||||
|
||||
- [x] Repo is **public** (`private:false`) and account has admin rights.
|
||||
- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
|
||||
AppImage).
|
||||
- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
|
||||
anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
|
||||
under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
|
||||
Goal: improve close-range surface and character texture quality while keeping GL
|
||||
Compatibility/Web parity, deterministic assets and offline CI.
|
||||
|
||||
## Open Polish
|
||||
### Environment textures and materials
|
||||
|
||||
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
||||
- [ ] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
|
||||
day/dusk/night skylines) at close range and in the entrance/street shots for
|
||||
seams, tiling, scale, contrast and normal-map strength.
|
||||
- [ ] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
|
||||
and awning weave using the existing image/asset tooling; never overwrite a
|
||||
pick, use `-vN` candidates and promote validated results.
|
||||
- [ ] Check UV scales and material roughness/metallic profiles; keep day/night
|
||||
phase behavior and the wet-street transition intact.
|
||||
- [ ] Review distant skyline haze and foliage/planter surfaces against the concept
|
||||
references; fix obvious flatness without regressing readability.
|
||||
|
||||
## Tooling (when an editor workflow exists)
|
||||
### Character and prop textures
|
||||
|
||||
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
|
||||
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
|
||||
- [ ] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
|
||||
refine fabric weave, skin variation and fixed detail materials.
|
||||
- [ ] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
|
||||
- [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
|
||||
remove blurry/oversized or unused textures where safe.
|
||||
- [ ] Run texture audits, import, and the full asset test suite; record texture memory
|
||||
and triangle/draw-call impact.
|
||||
|
||||
### Visual verification
|
||||
|
||||
- [ ] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
|
||||
judge enabled; record metric gaps and model/spend.
|
||||
- [ ] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
|
||||
`diff` verdicts.
|
||||
- [ ] Capture before/after close-ups for brick, pavement, asphalt, character cloth
|
||||
and skyline; document accepted trade-offs.
|
||||
- [ ] Update asset docs and the changelog/status with the promoted texture versions.
|
||||
|
||||
## Patch 0.9.4 — Integration, performance and judge gate
|
||||
|
||||
Goal: integrate the UI/model/texture patches, prove the combined build on the
|
||||
target paths and leave a clean release-candidate handoff.
|
||||
|
||||
### Integration and asset rebuild
|
||||
|
||||
- [ ] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
|
||||
audit coverage.
|
||||
- [ ] Run the complete headless suite, Python tooling and smoke matrix; fix any
|
||||
regression from the three polish patches.
|
||||
- [ ] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
|
||||
texture-memory change; check Web and Desktop HQ if available.
|
||||
- [ ] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
|
||||
|
||||
### Visual gallery and judge gate
|
||||
|
||||
- [ ] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
|
||||
as needed; no stale screenshots in the release set.
|
||||
- [ ] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
|
||||
`screen_designs.py judge` on the final captures.
|
||||
- [ ] Run the realism judge for the affected concepts with a pinned model; record
|
||||
model, attempt count, spend and verdicts.
|
||||
- [ ] Review all `review` verdicts manually; convert unexplained layout/composition
|
||||
mismatches into fixes or explicit known limitations.
|
||||
- [ ] Ensure generated realism folders remain gitignored/local-only and only the
|
||||
durable report decisions/docs are committed.
|
||||
|
||||
### Release-candidate handoff
|
||||
|
||||
- [ ] Update README, architecture, development status, changelog and TODO with the
|
||||
final patch-level results and any remaining gaps.
|
||||
- [ ] Tag/version or otherwise freeze `0.9.4` as the integration checkpoint before
|
||||
the `0.9.5` release candidate.
|
||||
- [ ] Exit: combined build is functionally green, visually reviewed, performance
|
||||
measured and ready for the 0.9.5 content-lock/playtest phase.
|
||||
|
||||
## Milestone 0.9.5 — Release candidate
|
||||
|
||||
Goal: freeze the feature set, prove it with external players, clear release/legal blockers and
|
||||
verify every distribution path. This is the next shipped version before 1.0.
|
||||
|
||||
### Content lock and external playtest
|
||||
|
||||
- [ ] Declare a content/feature freeze for 0.9.5; only release-blocking fixes and balance changes
|
||||
may land after the freeze.
|
||||
- [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
|
||||
accessibility settings and checkpoint/resume enabled.
|
||||
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
|
||||
record where players get stuck, misunderstand evidence or choose disproportionate escalation.
|
||||
- [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue;
|
||||
keep the rest as explicit known limitations or post-1.0 items.
|
||||
- [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour
|
||||
walkthrough for the release notes.
|
||||
|
||||
### Balance and fairness pass
|
||||
|
||||
- [ ] Define measurable targets for routine compliance, access-decision accuracy, peaceful
|
||||
resolution, justified emergency calls and false-positive/false-negative rates.
|
||||
- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and
|
||||
tune event weights, reaction tables, compliance and report strictness where targets fail.
|
||||
- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the
|
||||
dominant winning move, and genuine threats must remain answerable.
|
||||
- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate
|
||||
the de-escalation-first design after tuning.
|
||||
- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md`
|
||||
or `MEMORY.md`.
|
||||
|
||||
### Save migration and session reliability
|
||||
|
||||
- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
|
||||
migration/default-filling and a clean first launch with no files.
|
||||
- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
|
||||
an isolated user-data directory.
|
||||
- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
|
||||
confirm fallback behavior never destroys a valid save.
|
||||
- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
|
||||
with flashlight/body-camera/door state set.
|
||||
- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in
|
||||
`docs/getting-started.md` and the release notes.
|
||||
|
||||
### Release engineering and distribution
|
||||
|
||||
- [ ] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ
|
||||
artifact names, sizes and checksums.
|
||||
- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch,
|
||||
Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
|
||||
- [ ] Add a disk-space preflight and retention policy to the release/publish scripts so a full
|
||||
Gitea host cannot leave a partially uploaded release.
|
||||
- [ ] Verify release metadata, tag/version consistency, asset counts and download links; retain
|
||||
at least the latest 0.8/0.9 releases and document older-asset pruning.
|
||||
- [ ] Decide and document whether macOS signing/notarization is required for 0.9.5 or explicitly
|
||||
remains a 1.0 blocker; record the quarantine instructions either way.
|
||||
|
||||
### Legal, credits and platform policy
|
||||
|
||||
- [ ] Audit AI-assisted asset provenance and licenses; record source/model usage and any
|
||||
redistribution constraints for textures, characters, props and UI art.
|
||||
- [ ] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
|
||||
- [ ] Review body-camera/privacy language, mental-health-crisis representation, age/content rating
|
||||
and storefront requirements; fix any release-blocking copy or content.
|
||||
- [ ] Add the player-facing credits, known limitations, accessibility statement and privacy note to
|
||||
the release package/README.
|
||||
- [ ] Mark external legal/storefront approval as complete or explicitly block 1.0 on it.
|
||||
|
||||
### Documentation and visual sign-off
|
||||
|
||||
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`,
|
||||
`docs/getting-started.md`, `docs/smoke-checklist.md`, `CHANGELOG.md` and this roadmap.
|
||||
- [ ] Regenerate the full screenshot gallery and realism baselines after content lock; run
|
||||
`check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts.
|
||||
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
|
||||
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
|
||||
- [ ] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
|
||||
|
||||
### Release-candidate QA and exit
|
||||
|
||||
- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes,
|
||||
24-NPC budget smoke and release build from a clean checkout.
|
||||
- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility
|
||||
settings, pause/resume, all venues and Desktop HQ fallback.
|
||||
- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or
|
||||
post-1.0 work.
|
||||
- [ ] Create the `v0.9.5` version bump, changelog entry and tag; build/publish the release and
|
||||
verify all assets and download links.
|
||||
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
|
||||
documented, reproducibly built, and approved as the final stepping stone to 1.0.0.
|
||||
|
||||
## Milestone 1.0.0 — Launch
|
||||
|
||||
Goal: publish a stable, documented and supportable 1.0 build.
|
||||
|
||||
- [ ] Freeze content and version, run full final QA on Windows/Linux/macOS/Web/Desktop HQ, and
|
||||
verify fresh installs plus upgrade paths.
|
||||
- [ ] Publish store/release notes, credits, known limitations, accessibility statement and
|
||||
controls; verify every download link and artifact checksum.
|
||||
- [ ] Tag `v1.0.0`, publish through CI, verify the release page and post-launch patch policy.
|
||||
- [ ] Definition of 1.0: three complete venues with campaign/tutorial, stable save/resume,
|
||||
accessibility/localization acceptance, measured performance on the target matrix, signed
|
||||
release artifacts where platform rules require it, and documentation synchronized with the
|
||||
build.
|
||||
|
||||
## Post-1.0 / non-blocking candidates
|
||||
|
||||
- [ ] Live 3D body-camera replay.
|
||||
- [ ] Additional venues or seasonal events.
|
||||
- [ ] Real voice/dialogue audio.
|
||||
- [ ] Image-to-mesh prop pipeline.
|
||||
- [ ] Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.
|
||||
|
||||
## Roadmap dependencies and risks
|
||||
|
||||
- Content volume is the largest schedule risk; tutorial and campaign work must not outrun the
|
||||
event/dialogue matrix.
|
||||
- The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate.
|
||||
- Godot version changes can alter lighting/imports; do not combine an engine baseline move with a
|
||||
content/feature milestone.
|
||||
- Signed macOS builds and legal/AI provenance are release blockers, not polish.
|
||||
- Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression,
|
||||
difficulty and feedback.
|
||||
|
||||
## Realism follow-ups (deferred)
|
||||
|
||||
- [x] Re-run the screen-design judge for `12-joke-shop`, `13-studio-arrival` and the
|
||||
Forward+ A/B with the valid key: **13/13 match, 0 diff**; the HQ A/B is in the report.
|
||||
- [ ] Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit
|
||||
`--portrait-type` override is already in `capture_realism.gd`).
|
||||
- [ ] Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage,
|
||||
which is still flat-shaded clumps (`_shrub()`/`_tree()` in `tools/blender_assets.py`).
|
||||
Only worth doing if a higher-poly organic builder is added to the library.
|
||||
- [ ] Camera height: the concept frames are shot at ~1.55 m with a slightly wider lens; the game
|
||||
camera sits at 1.7 m. Decide whether the first-person height should match the art direction
|
||||
or stay at the current gameplay value.
|
||||
|
||||
## Future ideas (optional, not scheduled)
|
||||
|
||||
- [ ] 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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