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No files matched your search
@@ -7,6 +7,10 @@ on:
|
|||||||
pull_request:
|
pull_request:
|
||||||
workflow_dispatch:
|
workflow_dispatch:
|
||||||
|
|
||||||
|
env:
|
||||||
|
GODOT_VERSION: "4.7.2"
|
||||||
|
GODOT_BIN: /usr/local/bin/godot
|
||||||
|
|
||||||
jobs:
|
jobs:
|
||||||
checks:
|
checks:
|
||||||
name: Import + headless tests
|
name: Import + headless tests
|
||||||
@@ -17,12 +21,23 @@ jobs:
|
|||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4
|
- 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: |
|
run: |
|
||||||
|
if [ -x /usr/local/bin/godot ]; then
|
||||||
|
godot --version
|
||||||
|
exit 0
|
||||||
|
fi
|
||||||
curl -sL -o /tmp/godot.zip \
|
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
|
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)
|
- name: Import project (build class cache)
|
||||||
run: godot --headless --import
|
run: godot --headless --import
|
||||||
@@ -56,18 +71,38 @@ jobs:
|
|||||||
steps:
|
steps:
|
||||||
- uses: actions/checkout@v4
|
- 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: |
|
run: |
|
||||||
curl -sL -o /tmp/godot.zip \
|
if [ ! -x /usr/local/bin/godot ]; then
|
||||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
|
curl -sL -o /tmp/godot.zip \
|
||||||
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
|
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
|
||||||
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
|
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 \
|
curl -sL -o /tmp/templates.tpz \
|
||||||
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
|
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_export_templates.tpz
|
||||||
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
|
rm -rf /tmp/tpl && mkdir -p /tmp/tpl
|
||||||
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
|
unzip -qo /tmp/templates.tpz -d /tmp/tpl
|
||||||
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
|
mkdir -p "$HOME/.local/share/godot/export_templates/4.7.2.stable"
|
||||||
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
|
cp /tmp/tpl/templates/* "$HOME/.local/share/godot/export_templates/4.7.2.stable/"
|
||||||
|
ls "$HOME/.local/share/godot/export_templates/4.7.2.stable" | head -5
|
||||||
|
|
||||||
- name: Import project
|
- name: Import project
|
||||||
run: godot --headless --import
|
run: godot --headless --import
|
||||||
@@ -84,19 +119,19 @@ jobs:
|
|||||||
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
|
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
|
||||||
# and is rejected as a script path), and it resolves relative paths
|
# and is rejected as a script path), and it resolves relative paths
|
||||||
# against the script directory — pass absolute paths from the workspace.
|
# against the script directory — pass absolute paths from the workspace.
|
||||||
cp assets/textures/icon.ico packaging/windows/step-line.ico
|
cp assets/textures/icon.ico packaging/windows/gig-line.ico
|
||||||
makensis \
|
makensis \
|
||||||
-DVERSION="$VERSION" \
|
-DVERSION="$VERSION" \
|
||||||
-DARTIFACT="$PWD/build/step-line-windows-$VERSION.exe" \
|
-DARTIFACT="$PWD/build/gig-line-windows-$VERSION.exe" \
|
||||||
-DICON="$PWD/packaging/windows/step-line.ico" \
|
-DICON="$PWD/packaging/windows/gig-line.ico" \
|
||||||
-DOUT="$PWD/build/step-line-setup-$VERSION.exe" \
|
-DOUT="$PWD/build/gig-line-setup-$VERSION.exe" \
|
||||||
packaging/windows/step-line.nsi
|
packaging/windows/gig-line.nsi
|
||||||
|
|
||||||
- name: Verify Windows installer contents
|
- name: Verify Windows installer contents
|
||||||
run: |
|
run: |
|
||||||
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
|
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
|
||||||
ls -la build/step-line-setup-$VERSION.exe
|
ls -la build/gig-line-setup-$VERSION.exe
|
||||||
7z l build/step-line-setup-$VERSION.exe | grep -E "step-line.exe|uninstall.exe"
|
7z l build/gig-line-setup-$VERSION.exe | grep -E "gig-line.exe|uninstall.exe"
|
||||||
|
|
||||||
- name: Package Linux AppImage
|
- name: Package Linux AppImage
|
||||||
run: |
|
run: |
|
||||||
@@ -106,7 +141,7 @@ jobs:
|
|||||||
if: github.event_name == 'workflow_dispatch'
|
if: github.event_name == 'workflow_dispatch'
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: step-line-build
|
name: gig-line-build
|
||||||
path: build/*
|
path: build/*
|
||||||
if-no-files-found: error
|
if-no-files-found: error
|
||||||
|
|
||||||
@@ -114,7 +149,7 @@ jobs:
|
|||||||
if: startsWith(github.ref, 'refs/tags/')
|
if: startsWith(github.ref, 'refs/tags/')
|
||||||
env:
|
env:
|
||||||
# An explicit repo secret wins. Without one, publish_release.sh reuses
|
# An explicit repo secret wins. Without one, publish_release.sh reuses
|
||||||
# the local git extraheader that actions/checkout configures for the job
|
# the local git extraheader that actions/checkout configures on the job
|
||||||
# (the runner's own credentials), so tag builds still publish.
|
# (the runner's own credentials), so tag builds still publish.
|
||||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||||
VERSION: ${{ github.ref_name }}
|
VERSION: ${{ github.ref_name }}
|
||||||
|
|||||||
@@ -43,4 +43,33 @@ user://
|
|||||||
.gitea/logs/
|
.gitea/logs/
|
||||||
build/
|
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.
|
- `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.
|
- `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.
|
- `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
|
## 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`.
|
All planned implementation work must be represented in `TODO.md`.
|
||||||
|
|
||||||
- Use headings to group related work into sections.
|
- 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.
|
- Keep tasks small enough to complete and review independently.
|
||||||
- Add new tasks when discoveries expand the scope.
|
- Add new tasks when discoveries expand the scope.
|
||||||
|
- When starting a task, claim it for the agent workflow by changing `[ ]` to `[-]`. Keep it `[-]`
|
||||||
|
while implementation or verification is in progress; only change it to `[x]` after the work and
|
||||||
|
relevant checks are finished. If work is abandoned or blocked, leave a clear note and return the
|
||||||
|
item to `[ ]` (or add a follow-up task).
|
||||||
- Mark a task complete only after the implementation and relevant verification are finished.
|
- Mark a task complete only after the implementation and relevant verification are finished.
|
||||||
- If any verification check fails, do not mark the task complete. Fix the failure, or if it cannot be fixed, add a follow-up task to `TODO.md`, record the failure in `MEMORY.md`, and report it in the handoff summary.
|
- If any verification check fails, do not mark the task complete. Fix the failure, or if it cannot be fixed, add a follow-up task to `TODO.md`, record the failure in `MEMORY.md`, and report it in the handoff summary.
|
||||||
- Do not use prose status updates as a substitute for checkboxes.
|
- Do not use prose status updates as a substitute for checkboxes.
|
||||||
@@ -49,11 +67,20 @@ Recommended format:
|
|||||||
```md
|
```md
|
||||||
# TODO
|
# TODO
|
||||||
|
|
||||||
## Core Gameplay
|
## Milestone 0.8.0 — First hour and content depth
|
||||||
|
|
||||||
- [ ] Add player movement controls.
|
### 0.8.1 First-shift tutorial
|
||||||
- [ ] Implement NPC approach behavior.
|
|
||||||
- [x] Define escalation levels.
|
- [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
|
## Documentation
|
||||||
|
|
||||||
@@ -62,14 +89,26 @@ Recommended format:
|
|||||||
|
|
||||||
### 3. Move Completed Sections to `DONE.md`
|
### 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]`.
|
1. **Level-3 workstream:** verify the work, mark every checkbox `[x]`, and add a short completion
|
||||||
2. Move the entire completed section, including its heading and checklist, to `DONE.md`.
|
note. Leave the completed workstream under its parent milestone; do not move an isolated
|
||||||
3. Remove that section from `TODO.md`.
|
level-3 section to `DONE.md`.
|
||||||
4. Add a short completion note or date when useful.
|
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`
|
### 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:
|
Record items such as:
|
||||||
|
|
||||||
- Important design and architecture decisions
|
- 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
|
- Known bugs and workarounds
|
||||||
- Commands needed to run, test, or build the project
|
- Commands needed to run, test, or build the project
|
||||||
- Decisions that future agents should not revisit unnecessarily
|
- 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
|
- Links to `PLAN.md`, `TODO.md`, `DONE.md`, `MEMORY.md`, and this file where appropriate
|
||||||
- Known limitations and contribution guidance
|
- 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:
|
For each task:
|
||||||
|
|
||||||
@@ -138,9 +195,13 @@ For each task:
|
|||||||
2. Inspect the relevant files and dependencies.
|
2. Inspect the relevant files and dependencies.
|
||||||
3. Make the smallest coherent change that completes the task.
|
3. Make the smallest coherent change that completes the task.
|
||||||
4. Run the relevant tests, checks, or manual verification.
|
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.
|
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.
|
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).
|
||||||
@@ -163,7 +163,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
|
|||||||
applied on phase change and shift start.
|
applied on phase change and shift start.
|
||||||
- [x] Street lamps: poles with emissive bulbs + OmniLights on the sidewalk;
|
- [x] Street lamps: poles with emissive bulbs + OmniLights on the sidewalk;
|
||||||
`WorldBuilder.set_night_mode` switches bulbs/lights on at night.
|
`WorldBuilder.set_night_mode` switches bulbs/lights on at night.
|
||||||
- [x] Marquee signage: emissive “STEP LINE” strips + Label3D above the entrance.
|
- [x] Marquee signage: emissive “GIG LINE” strips + Label3D above the entrance.
|
||||||
- [x] Street dressing: crosswalk stripes, planters, and low-poly trees.
|
- [x] Street dressing: crosswalk stripes, planters, and low-poly trees.
|
||||||
- [x] NPC visual variety: per-seed height/brightness variation (deterministic LCG).
|
- [x] NPC visual variety: per-seed height/brightness variation (deterministic LCG).
|
||||||
- [x] Denser routine traffic (tourists/performers/influencers/trespassers).
|
- [x] Denser routine traffic (tourists/performers/influencers/trespassers).
|
||||||
@@ -211,21 +211,21 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
|
|||||||
- [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now
|
- [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now
|
||||||
self-contained (all game data in one file; `.pck` no longer shipped).
|
self-contained (all game data in one file; `.pck` no longer shipped).
|
||||||
- [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to
|
- [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to
|
||||||
`packaging/windows/step-line.ico` and `packaging/linux/step-line.png` via the generator.
|
`packaging/windows/gig-line.ico` and `packaging/linux/gig-line.png` via the generator.
|
||||||
- [x] NSIS script `packaging/windows/step-line.nsi` (installs `Step Line.exe`, uninstaller,
|
- [x] NSIS script `packaging/windows/gig-line.nsi` (installs `Gig Line.exe`, uninstaller,
|
||||||
shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`).
|
shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`).
|
||||||
- [x] AppImage: `packaging/linux/step-line.desktop`, `AppRun`, appdata.xml, and
|
- [x] AppImage: `packaging/linux/gig-line.desktop`, `AppRun`, appdata.xml, and
|
||||||
`build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`).
|
`build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`).
|
||||||
- [x] Local end-to-end: rebuilt embedded exports and produced `step-line-0.2.0-x86_64.AppImage`,
|
- [x] Local end-to-end: rebuilt embedded exports and produced `gig-line-0.2.0-x86_64.AppImage`,
|
||||||
ran it headless (0 script errors).
|
ran it headless (0 script errors).
|
||||||
- [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob
|
- [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob
|
||||||
already uploads `build/step-line-*<ver>*` (covers setup/AppImage names).
|
already uploads `build/gig-line-*<ver>*` (covers setup/AppImage names).
|
||||||
- [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `step-line-setup-0.2.1.exe`
|
- [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `gig-line-setup-0.2.1.exe`
|
||||||
built, `7z l` shows `step-line.exe` + `uninstall.exe`, AppImage built (33.9 MB),
|
built, `7z l` shows `gig-line.exe` + `uninstall.exe`, AppImage built (33.9 MB),
|
||||||
release `v0.2.1` published, `Job succeeded`.
|
release `v0.2.1` published, `Job succeeded`.
|
||||||
- Gotchas fixed on the way: makensis needs `-D` defines (not `/D`) and absolute paths
|
- Gotchas fixed on the way: makensis needs `-D` defines (not `/D`) and absolute paths
|
||||||
(it resolves relatives against the script dir); installed exe must be space-free
|
(it resolves relatives against the script dir); installed exe must be space-free
|
||||||
(`step-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits
|
(`gig-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits
|
||||||
PNG-compressed ICOs NSIS rejects).
|
PNG-compressed ICOs NSIS rejects).
|
||||||
|
|
||||||
## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
|
## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
|
||||||
@@ -234,7 +234,7 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
|
|||||||
seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all
|
seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all
|
||||||
≤1024px and power-of-two; imported under `assets/textures/`.
|
≤1024px and power-of-two; imported under `assets/textures/`.
|
||||||
- [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped
|
- [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped
|
||||||
awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows.
|
awning with “GIG LINE”, generated skyline backdrop planes, soft sun shadows.
|
||||||
- [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat,
|
- [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat,
|
||||||
sign, backpack), procedural walk bob, head-turns-toward-guard cue.
|
sign, backpack), procedural walk bob, head-turns-toward-guard cue.
|
||||||
- [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation
|
- [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation
|
||||||
@@ -412,7 +412,7 @@ Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session
|
|||||||
offset and the spawn `y`, and verify eye height while walking the steps.
|
offset and the spawn `y`, and verify eye height while walking the steps.
|
||||||
- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
|
- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
|
||||||
simple step colliders or restage the landing so it does not intersect the walk path.
|
simple step colliders or restage the landing so it does not intersect the walk path.
|
||||||
- [x] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
|
- [x] Marquee text (`GIG LINE`) is tiny from the sidewalk. Scale the Label3D up.
|
||||||
- [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a
|
- [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a
|
||||||
real playtest.
|
real playtest.
|
||||||
- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
|
- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
|
||||||
@@ -655,7 +655,7 @@ produces a 63 MB static bundle and it serves locally with HTTP 200s for html/was
|
|||||||
|
|
||||||
- [x] Add a `Web` preset to `export_presets.cfg` using `variant/thread_support=false` so the
|
- [x] Add a `Web` preset to `export_presets.cfg` using `variant/thread_support=false` so the
|
||||||
build runs on plain static hosting without COOP/COEP headers.
|
build runs on plain static hosting without COOP/COEP headers.
|
||||||
- [x] Export to `build/web/` and package `build/step-line-web-<version>.zip` from
|
- [x] Export to `build/web/` and package `build/gig-line-web-<version>.zip` from
|
||||||
`tools/build_releases.sh` (zip or Python fallback).
|
`tools/build_releases.sh` (zip or Python fallback).
|
||||||
- [x] Publish the web zip with the desktop artifacts (`tools/publish_release.sh`).
|
- [x] Publish the web zip with the desktop artifacts (`tools/publish_release.sh`).
|
||||||
- [x] Cover the preset, the non-threaded choice, and the release wiring in
|
- [x] Cover the preset, the non-threaded choice, and the release wiring in
|
||||||
@@ -691,3 +691,893 @@ tooling **53/53**.
|
|||||||
`OPENROUTER_API_KEY` by hand.
|
`OPENROUTER_API_KEY` by hand.
|
||||||
- [x] Verified every reference is 1280x720, reviewed the new images visually, and confirmed
|
- [x] Verified every reference is 1280x720, reviewed the new images visually, and confirmed
|
||||||
`list` reports 19 designs (12 kept, 7 new).
|
`list` reports 19 designs (12 kept, 7 new).
|
||||||
|
|
||||||
|
## Staged Captures For The New Screens
|
||||||
|
|
||||||
|
Completed 2026-11-01 (v0.3.3). `screen_designs.py compare` reports **9 good / 0 bad**;
|
||||||
|
vision judge: wand **match** (0.90), timeline **match** (1.00), escalation **review**, 0 diff.
|
||||||
|
Python tooling **53/53**, headless **182/182**.
|
||||||
|
|
||||||
|
- [x] `capture_screenshots.gd` now continues past the night set: switches to The Joke Shop,
|
||||||
|
stages a guest, retries the wand until it alerts (falls back to the documented keys
|
||||||
|
false alarm), applies formal warning + blocking, and opens the body-camera timeline.
|
||||||
|
- [x] New captures `07-wand-screening.png`, `08-escalation-hud.png`, `09-body-camera-timeline.png`
|
||||||
|
added to `docs/screenshots/` and to the README gallery.
|
||||||
|
- [x] Wired `ref` for `wand_screening`, `escalation_hud` and `body_camera_timeline` so
|
||||||
|
`compare` and `judge` include them (9 of 19 screens now have a staged capture).
|
||||||
|
- [x] Regenerated the escalation HUD mockup as a third-person over-the-shoulder night shot so
|
||||||
|
the reference matches the game camera.
|
||||||
|
- [x] Added `Hud.clear_log()` so staged captures drop target-cycling noise; the escalation shot
|
||||||
|
keeps the real reaction lines.
|
||||||
|
|
||||||
|
## Prop Collision And Placement
|
||||||
|
|
||||||
|
Completed 2026-11-01 (v0.4.0). Headless **187/187**, Python tooling **53/53**, the new
|
||||||
|
`smoke_props.gd` passes windowed, and `screen_designs.py compare` still reports 9 good / 0 bad.
|
||||||
|
|
||||||
|
- [x] Every generated prop now gets a fitted static collider: a cylinder for bollard, bin, and
|
||||||
|
hydrant, a box for everything else. The collider is computed from the model's mesh bounds in
|
||||||
|
holder-local space, so placement rotation and variant scale carry over.
|
||||||
|
- [x] Added `smoke_props.gd` (windowed): the guard walks into a bench and stops instead of passing
|
||||||
|
through it; a guest heading for a point beyond the same bench routes around it with
|
||||||
|
navigation avoidance and never ends up inside the collider.
|
||||||
|
- [x] Props publish a `NavigationObstacle3D` footprint, and `NpcAvatar` enables agent avoidance with
|
||||||
|
a `velocity_computed` callback. The navmesh stays a flat walkable plane; avoidance does the
|
||||||
|
steering around street furniture.
|
||||||
|
- [x] Replaced the hard-coded prop calls with `WorldBuilder.PROP_PLACEMENTS`, grouped by entrance,
|
||||||
|
mid-block, and curb zones, with a static `placement_problems()` validator for bounds,
|
||||||
|
overlap/min-spacing, duplicates, and the door/steps/guest-lane exclusions.
|
||||||
|
- [x] Deterministic variants per placement (`variant_for`): yaw jitter, subtle scale, and optional
|
||||||
|
procedural clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant), so
|
||||||
|
repeated props stop looking cloned.
|
||||||
|
- [x] Fallback primitive props go through the same bounds fit, so a missing `.glb` cannot silently
|
||||||
|
remove collision; a unit test covers the fallback body, shape, width, and navigation obstacle.
|
||||||
|
- [x] Tests: placement validation and its failure modes, variant determinism/range, colliders on
|
||||||
|
every placed prop (including obstacle presence), and the fallback collider path.
|
||||||
|
|
||||||
|
## Prop Pipeline Checks
|
||||||
|
|
||||||
|
Completed 2026-11-01. Python tooling **56/56**, headless **188/188**, prop gallery **match**
|
||||||
|
(0.90) in the vision judge, `compare` **10 good / 0 bad**.
|
||||||
|
|
||||||
|
- [x] `audit_glb()` now decodes positions/UVs/indices and enforces the art budget
|
||||||
|
(`MAX_TRIANGLES = 400`, `MAX_VERTICES = 600`), rejects degenerate triangles, UVs outside
|
||||||
|
`[0, 1]`, a prop that floats above or sinks below the ground (`min y ~= 0`), and the
|
||||||
|
single-material/atlas contract. The newspaper box sat 3 cm high; its catalogue parts moved
|
||||||
|
down so it rests on y = 0.
|
||||||
|
- [x] Added `capture_prop_gallery.gd`: renders all six props on a studio backdrop (two rows on a
|
||||||
|
display platform) to `docs/screenshots/10-prop-gallery.png`, with a `prop_gallery`
|
||||||
|
catalogue entry and AI mockup, so `compare`/`judge` cover close-range prop art.
|
||||||
|
- [x] Confirmed instances share the imported atlas material (headless test) and documented the
|
||||||
|
triangle/vertex budget in the pipeline docstring.
|
||||||
|
- [x] README lists the gallery capture command and image; the pipeline docstring and audit docs
|
||||||
|
describe the budget checks.
|
||||||
|
|
||||||
|
## Better NPC Characters
|
||||||
|
|
||||||
|
Completed 2026-11-01 (v0.5.0). Headless suite **208/208**; NPC budget smoke reports 16 avatars,
|
||||||
|
534 meshes, ~6.9 ms average frame time; PLAN-verb, crowd, emergency, and timeline smokes pass.
|
||||||
|
|
||||||
|
- [x] Replaced the rigid capsules with an articulated rig: hip -> thigh -> knee -> shin -> shoe and
|
||||||
|
shoulder -> upper arm -> elbow -> forearm -> hand, with knee/elbow pivots driven by the walk
|
||||||
|
cycle and the seated pose.
|
||||||
|
- [x] Layered clothing (`layer_for`): jacket, hi-vis vest, coat, and dress over the base outfit,
|
||||||
|
with role-appropriate defaults and deterministic colourways.
|
||||||
|
- [x] Extended accessories and hand items: bag, umbrella, phone, camera, clipboard, cup, plus the
|
||||||
|
existing cap/hood/backpack/sunglasses/lanyard. Hand items attach to the right hand socket.
|
||||||
|
- [x] Face and hair variety: ears, brows, mouth, five hair silhouettes (long, bun, beard, bald,
|
||||||
|
short), height range, and deterministic per-seed appearance.
|
||||||
|
- [x] Added idle behaviour layers (`idle_style_for`): breathing, weight shift, look-around, phone,
|
||||||
|
clipboard, and crossed arms; escalation gestures raise both hands (L3+) or point (L2), and
|
||||||
|
noticed NPCs turn their head toward the guard.
|
||||||
|
- [x] Walk cycle now swings hips/shoulders, bends knees and elbows, and uses a faster, longer
|
||||||
|
stride when fleeing.
|
||||||
|
- [x] Door queue staging: GameManager sorts waiting guests and assigns spaced `queue_slot_for`
|
||||||
|
offsets, so one person is at the door and the rest wait behind without overlapping.
|
||||||
|
- [x] Reaction readability: a billboarded symbol above the head (`!!` panic, `?!` watching, `!`
|
||||||
|
blocked, `?` warned) updates from the reaction/escalation state.
|
||||||
|
- [x] Three LOD tiers with hysteresis: full detail, simplified (props/shadows off), and a
|
||||||
|
billboard impostor; `apply_lod` is tested for the swap.
|
||||||
|
- [x] Re-measured the live-NPC budget with the full rig (16 avatars, 534 meshes) and added
|
||||||
|
`smoke_npc_budget.gd`, which fails above the documented 50 ms frame budget.
|
||||||
|
- [x] Tests: deterministic layers/hand items/hair, role layers, queue slot spacing, LOD
|
||||||
|
thresholds/hysteresis, reaction labels, articulated pivots, mesh budget, and the
|
||||||
|
walk-to-idle animation transition.
|
||||||
|
|
||||||
|
## Better Player Movement
|
||||||
|
|
||||||
|
Completed 2026-11-01 (v0.5.0). Windowed `smoke_movement.gd` passes; headless tests cover surface
|
||||||
|
lookup, constants, gamepad bindings, and settings persistence.
|
||||||
|
|
||||||
|
- [x] Split acceleration and braking (`accel` 22, `decel` 30 m/s²) so stopping is snappier than
|
||||||
|
starting, and fixed the inverted forward axis found while staging the movement smoke: W now
|
||||||
|
walks toward the camera's forward vector instead of moonwalking.
|
||||||
|
- [x] Step-up assist (0.32 m) climbs kerbs and the entrance steps, with wall sliding left to
|
||||||
|
`move_and_slide`; the smoke walks the guard from the sidewalk onto the landing.
|
||||||
|
- [x] Camera feel: speed-scaled head bob, a landing dip, and a precision-walk FOV change, all
|
||||||
|
gated by the new "Head bob and camera motion" setting; a motion-sickness toggle persists.
|
||||||
|
- [x] Precision walk shows a HUD chip and plays a short tick when it engages, in addition to the
|
||||||
|
slower speed.
|
||||||
|
- [x] Surface-aware footsteps (concrete/asphalt/stone) synced to stride distance, plus a landing
|
||||||
|
cue; both have observable counters for tests.
|
||||||
|
- [x] Gamepad support: left-stick movement, right-stick look with deadzone, A/B/X/Y face buttons,
|
||||||
|
LB slow, RB wand; bindings are added at runtime and the control legend swaps to gamepad
|
||||||
|
hints when a pad event is seen.
|
||||||
|
- [x] Moved the remaining hard-coded gameplay keys (Q/F/G/L/B/V, Tab cycle) onto named InputMap
|
||||||
|
actions, and the panel allow/deny keys onto movement actions.
|
||||||
|
- [x] Key/button remapping in the settings panel: click a binding, press a key or pad button,
|
||||||
|
persisted as `input_bindings` through `Save`; `InputBindings.apply` rewrites only key/button
|
||||||
|
events and leaves mouse and gamepad axes alone.
|
||||||
|
- [x] Added invert-Y and head-bob settings (with save/load round-trip tests) alongside the
|
||||||
|
existing look sensitivity.
|
||||||
|
- [x] Tests: surface lookup, step/stride/precision constants, gamepad binding presence and
|
||||||
|
deadzone, remap descriptor/apply/labels, and settings persistence for camera and bindings.
|
||||||
|
- [x] Added `smoke_movement.gd` (windowed) and `11-precision-walk.png` with a movement catalogue
|
||||||
|
entry, AI mockup, and compare coverage.
|
||||||
|
|
||||||
|
## NPC Facing During Movement
|
||||||
|
|
||||||
|
Completed 2026-11-01 (post-v0.5.0, pre-v0.6.0). Headless suite **209/209**.
|
||||||
|
|
||||||
|
- [x] Root cause: `NpcAvatar` used Godot's `look_at()`, which aims the node's **-Z** axis at
|
||||||
|
the target, but the procedural rig's face (eyes, brows, mouth, focus disc) and every
|
||||||
|
Blender-authored successor face **+Z**. Every walking NPC therefore showed its face
|
||||||
|
toward the side it was leaving.
|
||||||
|
- [x] Added the pure `NpcAvatar.yaw_towards(direction)` helper (+Z forward, tested at +Z/+X/-Z
|
||||||
|
and an arbitrary direction), and replaced `look_at()` in the navigation and direct-move
|
||||||
|
paths plus the reaction-face turn.
|
||||||
|
- [x] Corrected the head-turn offsets to use the same +Z convention (`basis.z` instead of
|
||||||
|
`-basis.z`), so noticed NPCs still look at the guard with the fixed facing.
|
||||||
|
- [x] Added `test_yaw_faces_the_movement_direction`; recaptured the targeting screenshot to
|
||||||
|
confirm NPCs now show their back only when walking away.
|
||||||
|
|
||||||
|
## Blender Asset Library Integration
|
||||||
|
|
||||||
|
Completed 2026-11-01 (v0.6.0 work). Headless **222/222**, Python **68/68**, all windowed/headless
|
||||||
|
smokes pass, `compare` **11 good / 0 bad**. AO/ORM baking remains in Phase 4.
|
||||||
|
|
||||||
|
- [x] Committed the audited library (8 characters, 18 gear, 20 props), generator, `.blend`
|
||||||
|
sources, manifest, review sheets, and integration notes.
|
||||||
|
- [x] `NpcAvatar` selects a character variant by role/seed (`npc_casual`, `npc_jacket`,
|
||||||
|
`npc_coat`, `npc_vest`, `npc_dress`, `npc_hoodie`, `npc_firefighter`) with `npc_base` and
|
||||||
|
the procedural rig as fallbacks; the choice is recorded in `character_model`.
|
||||||
|
- [x] Only the five contract slots (`skin`, `cloth`, `pants`, `accessory`, `hair`) are tinted;
|
||||||
|
fixed detail materials keep their authored colour. `npc_vest` keeps its fixed hi-vis vest,
|
||||||
|
and firefighter/guard use dark uniform tints.
|
||||||
|
- [x] Library gear replaces the procedural accessories and hand items at the documented
|
||||||
|
`head` / `back` / `chest` / `hand` attach points (cap, hood, helmet, backpack, SCBA tank,
|
||||||
|
lanyard, phone, cup, clipboard, umbrella, camera, sign, flashlight, wand, radio), with the
|
||||||
|
primitive path retained as fallback.
|
||||||
|
- [x] `WorldBuilder` loads the Blender replacements (`bollard`, `bench`, `trash_bin`,
|
||||||
|
`planter_box`, `newspaper_box`, `fire_hydrant`, `street_lamp`, `street_tree`,
|
||||||
|
`traffic_cone`) and places the new dressing (`palm_tree`, `round_planter`, `a_frame_sign`,
|
||||||
|
`crowd_barrier`, `stanchion`, `security_podium`, `handrail`,
|
||||||
|
`double_door`, `marquee`, `sedan`, `wall_lantern`) with colliders/avoidance and placement
|
||||||
|
validation.
|
||||||
|
- [x] Library emissive surfaces (lamp bulbs, marquee bulbs/sign face, wall lanterns, door LED,
|
||||||
|
sedan lights) are collected and driven by `set_night_mode()`.
|
||||||
|
- [x] Added a library triangle counter and 60k triangle budget check; the current set is
|
||||||
|
~27,986 triangles. NPC budget smoke: 16 avatars = 112 meshes at ~6.9 ms.
|
||||||
|
- [x] Recaptured the README/catalogue screenshots (including the prop gallery from the library
|
||||||
|
models) and fixed the marquee text placement.
|
||||||
|
|
||||||
|
## Environment and Lighting Lift
|
||||||
|
|
||||||
|
Completed 2026-11-01 (v0.6.0). Headless **222/222**, Python **69/69**, all smokes pass,
|
||||||
|
`compare` **11 good / 0 bad**.
|
||||||
|
|
||||||
|
- [x] Baked per-asset AO maps for the full Blender library with `tools/bake_ao.py` (Cycles,
|
||||||
|
256×256, stored next to each GLB as `<name>_ao.png`); Godot wires the red channel into
|
||||||
|
`StandardMaterial3D.ao_texture` for character slots, gear and props.
|
||||||
|
- [x] Regenerated brick, concrete and asphalt at 1024² through `asset_pipeline.py`, derived
|
||||||
|
tangent normal maps with `tools/make_normal_maps.py`, and wired them into
|
||||||
|
`SurfaceMaterials.textured()` while keeping the existing UV scales.
|
||||||
|
- [x] Evaluated Forward+: it boots on the desktop Vulkan driver, but the renderer is a
|
||||||
|
project-wide setting and the Web build must stay on GL Compatibility. Decision: keep
|
||||||
|
Compatibility for v0.6.0; a desktop-only preset needs a separate project/override and is
|
||||||
|
deferred.
|
||||||
|
- [x] Recaptured `docs/screenshots/` and ran `compare` + `judge`; no regressions.
|
||||||
|
- [x] Fixed the library marquee text/face alignment and added the library AO/triangle tests.
|
||||||
|
|
||||||
|
## v0.6.0 Release
|
||||||
|
|
||||||
|
Completed 2026-11-01. `config/version` = `0.6.0`; ADR-0013 marked Accepted; CI published six
|
||||||
|
artifacts (Linux, Windows, macOS, NSIS installer, AppImage, Web) for tag `v0.6.0`.
|
||||||
|
|
||||||
|
- [x] Bumped the version and synchronised README/architecture/blender-assets/plan docs.
|
||||||
|
- [x] Headless **222/222**, Python **69/69**, all smokes, `compare` **11 good / 0 bad**.
|
||||||
|
- [x] Release verified: `https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.6.0`.
|
||||||
|
|
||||||
|
## Runtime Image Path Migration
|
||||||
|
|
||||||
|
Completed 2026-11-01. Historical note: the screen-design references originally lived only in
|
||||||
|
`docs/screens/designs/`; they were promoted to the runtime root `assets/images/ui/` under
|
||||||
|
ADR-0014. `docs/screens/designs/` remains a reference-only snapshot; `tools/screen_designs.py`
|
||||||
|
now reads and writes `assets/images/ui/`.
|
||||||
|
|
||||||
|
## Realistic Backgrounds, Textures and Scene References
|
||||||
|
|
||||||
|
Completed 2026-11-01 (part of the v0.6.x realism pass). The flat box skyline was replaced by
|
||||||
|
per-phase AI panoramas, the surface tiles by higher-detail v2 picks with normal maps, and the
|
||||||
|
lighting/exposure was retuned against AI concept frames. Evidence:
|
||||||
|
`docs/screens/realism/2026-11-01-adopt/` (`report.md`, `sheet.jpg`), `screen_designs.py compare`
|
||||||
|
**11 good / 0 bad**; headless **227/227**, Python **86/86**, all smokes.
|
||||||
|
|
||||||
|
### Realistic backgrounds, textures and scene references
|
||||||
|
|
||||||
|
Goal: replace the outdated flat skyline backdrop (`assets/textures/skyline.png`, black boxes
|
||||||
|
with dot windows) and the flat-looking surface tiles with AI-generated, more realistic
|
||||||
|
backgrounds and textures. Add a larger set of example 3D scene images as art direction, and
|
||||||
|
measure the in-game result against that target with the screenshot tools. Plan:
|
||||||
|
[`PLAN.md` → Visual Quality Direction → Realism pass](PLAN.md#realism-pass).
|
||||||
|
|
||||||
|
**Rule for every step: never overwrite an existing image.** New outputs get new paths. When a
|
||||||
|
path is taken, the tools pick the next free `-vN` suffix. Raw AI output stays on disk under
|
||||||
|
`assets/textures/ai/v2/raw/` (gitignored like the other raw AI folders). Processed game-ready
|
||||||
|
candidates go to `assets/textures/ai/game_ready/v2/`, a local pool where only the validated picks
|
||||||
|
are tracked (ADR-0014). Scene references go to `docs/screens/concepts/`, and trial captures and
|
||||||
|
reports to `docs/screens/realism/<run>/`.
|
||||||
|
|
||||||
|
#### Step 1 — Tooling (`tools/scene_concepts.py`)
|
||||||
|
|
||||||
|
- [x] Add a catalogue of prompts in three groups: `scene` (16:9 example 3D game frames),
|
||||||
|
`backdrop` (4:1 skyline panoramas with transparent sky), and `texture` (seamless PBR
|
||||||
|
surface tiles). Each entry has a name, prompt, role and target path.
|
||||||
|
- [x] `generate [--group] [--only] [--variants N]`: call the OpenRouter image API through
|
||||||
|
`generate_textures.generate_image` (key from the repo `.env`), save raw output, and never
|
||||||
|
overwrite (`next_free_path`). Print every file written.
|
||||||
|
- [x] `process`: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge
|
||||||
|
crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw
|
||||||
|
textures into seamless 1024² tiles (`asset_pipeline.make_seamless`) plus a normal map
|
||||||
|
(`make_normal_maps.normal_map`). Skip outputs that already exist.
|
||||||
|
- [x] `audit`: run `asset_pipeline.audit_image` on the processed candidates (`backdrop` /
|
||||||
|
`tile` roles) and fail on any bad result.
|
||||||
|
- [x] `realism`: for each trial capture, report the Pillow detail metrics (edge density,
|
||||||
|
contrast, colour spread, saturation) next to the matching concept image. Optionally ask a
|
||||||
|
vision model (`google/gemini-2.5-flash-lite`) for 0–10 realism scores (lighting,
|
||||||
|
materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON +
|
||||||
|
Markdown report per run.
|
||||||
|
- [x] Unit tests (`tools/test_scene_concepts.py`): catalogue shape, the no-overwrite path
|
||||||
|
picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse
|
||||||
|
(offline, no network).
|
||||||
|
|
||||||
|
#### Step 2 — Example 3D scene images
|
||||||
|
|
||||||
|
- [x] Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance
|
||||||
|
(morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley
|
||||||
|
(evening, close-up of the door), studio stage door (night arrival), sidewalk material
|
||||||
|
close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival
|
||||||
|
wide shot.
|
||||||
|
- [x] Review the set and record the visual targets each frame sets (sky, haze, material detail,
|
||||||
|
backdrop depth) in the report.
|
||||||
|
|
||||||
|
#### Step 3 — Backgrounds (replace the outdated skyline)
|
||||||
|
|
||||||
|
- [x] Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles
|
||||||
|
mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a
|
||||||
|
straight-on view, in several variants each.
|
||||||
|
- [x] Process them into `assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}*.png`,
|
||||||
|
seamless horizontally for the 3× UV repeat around the backdrop ring. Strips are 2048×1024
|
||||||
|
(2:1, one UV repeat of the 400×60 m ring is about 133×60 m). 12 candidates, 11 audit
|
||||||
|
clean; `skyline_day-v3` misses the seam limit by 0.6. Variants 1–2 contain garbled
|
||||||
|
"Hollywood" lettering, so the prompt now forbids signs. Picks: `skyline_day-v4`,
|
||||||
|
`skyline_dusk-v3`, `skyline_night-v4`.
|
||||||
|
|
||||||
|
#### Step 4 — Textures
|
||||||
|
|
||||||
|
- [x] Generate higher-detail seamless tiles: red brick facade, granite/limestone facade
|
||||||
|
(studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt,
|
||||||
|
stone steps, striped awning canvas, and stucco wall.
|
||||||
|
- [x] Process them into 1024² game-ready tiles plus normal maps in
|
||||||
|
`assets/textures/ai/game_ready/v2/` and audit them (16 tiles + 16 normals, all good). The
|
||||||
|
`awning_canvas` seam crossfade smears the stripes at the tile edge; it needs a
|
||||||
|
stripe-aligned crop.
|
||||||
|
|
||||||
|
#### Step 5 — In-game trial captures (no game-code change)
|
||||||
|
|
||||||
|
- [x] Add `src/test/capture_realism.gd`. It boots the Hollywood venue, captures a fixed shot
|
||||||
|
list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at
|
||||||
|
runtime from `--swap=OLD=NEW` / `--tint=` / `--normal=` user arguments (the first version used
|
||||||
|
`--skyline=`/`--brick=`/… flags; `--swap` is path-based and also covers night stages). The
|
||||||
|
swap finds materials by their original texture path, so baseline and candidate frames use
|
||||||
|
the same camera. Writes to the `--out=` directory.
|
||||||
|
- [x] Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
|
||||||
|
copy them into `docs/screens/realism/<run>/{baseline,candidate}/`.
|
||||||
|
|
||||||
|
#### Step 6 — Compare against the realistic target
|
||||||
|
|
||||||
|
- [x] Run `scene_concepts.py realism` on baseline and candidate. Record the metric deltas and the
|
||||||
|
vision scores, and note which candidate textures/backdrops win. Run
|
||||||
|
`docs/screens/realism/2026-11-01-v2/` (`report-v2.md`, `sheet.jpg`) gives these mean
|
||||||
|
judge scores: backdrop 2.6 → 3.6 (v2 day + night skyline) → **4.0** (v2 day + dusk
|
||||||
|
skyline for the Evening phase), texture detail 1.2 → 1.6–1.75, overall 1.6 → 2.0. Single
|
||||||
|
scores swing by ±1–2 between runs, so read them as trends. The `characters` score
|
||||||
|
moved from 3.0 to 1.0 with identical NPCs, which shows the noise.
|
||||||
|
- [x] Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as
|
||||||
|
follow-up tasks below.
|
||||||
|
|
||||||
|
#### Step 6b — Follow-ups from the 2026-11-01 realism report
|
||||||
|
|
||||||
|
- [x] Fix sidewalk overexposure: lowered the day sun (0.78→0.62), exposure (0.8→0.6) and ambient
|
||||||
|
(0.42→0.22), and darkened the sidewalk/street albedo tints. The like-for-like ground
|
||||||
|
luminance in `docs/screens/realism/2026-11-01-adopt/` went from 173/162/132 to 95/92/73
|
||||||
|
(concept targets 78/100/100). The entrance shot stays ~20 % brighter than the concept: a
|
||||||
|
residual, tracked in the follow-ups below.
|
||||||
|
- [x] Make the Evening/Late phases darker and lit by practical lights (marquee, lamps,
|
||||||
|
windows), and add wet-asphalt roughness at night, as in the rain-night concept. Evening is
|
||||||
|
now dusk (`sun 0.3→0.12`, `exposure 0.95→0.72`, dark violet sky), Late is near-dark, and
|
||||||
|
`WorldBuilder.set_phase()` swaps the street to the wet asphalt map in Late.
|
||||||
|
- [x] Choose the skyline per phase (day → `skyline_day`, Evening → `skyline_dusk`, Late →
|
||||||
|
`skyline_night`) and stop the scene fog from bleaching it. The backdrop is now a
|
||||||
|
`fog_disabled` shader, because Godot 4.3 has no `fog_enabled` on `StandardMaterial3D`. The
|
||||||
|
first dusk panorama was a red floodlit skyline that clashed with the Evening sky, so a
|
||||||
|
calmer prompt produced `skyline_dusk-v5` (blue-grey towers, lit windows).
|
||||||
|
- [x] Raise the backdrop plane (60 m → 90 m) and use 2 UV repeats so the skyline is a band with
|
||||||
|
proportions near the 2:1 panorama, not a thin strip at the horizon.
|
||||||
|
- [x] Add facade depth (plinth, string courses, cornice, brick pilasters, window glazing bars)
|
||||||
|
and replace the blob trees and shrubs with denser foliage meshes: `_shrub()` now builds
|
||||||
|
many small flat-shaded clumps plus outer clumps that break the silhouette
|
||||||
|
(`street_tree` 1472→2592 tris), with fresh AO maps for `street_tree`, `planter_box` and
|
||||||
|
`round_planter`.
|
||||||
|
- [x] Re-cut `awning_canvas` so its stripes align at the tile edge: `stripe_period()` measures the
|
||||||
|
repeat and `align_stripes()` resamples to a whole number of periods (edge crossfade smeared
|
||||||
|
the stripes before). `audit_striped_tile()` checks the wrap step against the harshest
|
||||||
|
interior step instead of the flat edge-difference rule.
|
||||||
|
- [x] Capture shots from the Joke Shop and the studio too: `capture_realism.gd` now runs five
|
||||||
|
stages (day, evening, late, joke_shop, studio) with 9 shots and a `--stages=` subset. The
|
||||||
|
venues share the Hollywood geometry, so those two compare lighting, not layout.
|
||||||
|
|
||||||
|
#### Step 7 — Adopt the winners
|
||||||
|
|
||||||
|
- [x] Track the validated picks in place (ADR-0014). `.gitignore` now ignores the candidate pool
|
||||||
|
and un-ignores `game_ready/v2/picks/`, where `scene_concepts.py promote` copies the eight
|
||||||
|
validated candidates under stable names (`skyline_{day,dusk,night}`, `brick_facade`,
|
||||||
|
`sidewalk_pavers`, `asphalt`, `asphalt_wet`, `awning_canvas`) plus normal maps.
|
||||||
|
- [x] Point `WorldBuilder` at the chosen v2 skylines (separate day/dusk/night textures through
|
||||||
|
the new `set_phase()`), and retune the tints per phase.
|
||||||
|
- [x] Switch `materials.gd` / `world_builder.gd` surface preloads to the chosen v2 tiles + normal
|
||||||
|
maps, keeping the current UV scales (`Materials.asphalt()` gained a `wet` variant). Updated
|
||||||
|
`test_materials.gd` (pick paths, wet vs dry) and `test_world.gd` (shader backdrop, panorama
|
||||||
|
per phase, wet street).
|
||||||
|
- [x] Regenerate `docs/screenshots/` with `capture_screenshots.gd` (11/11), then run
|
||||||
|
`screen_designs.py compare` (**11 good / 0 bad**) and `judge` (5 match, 2 review, 4 diff —
|
||||||
|
the diffs are HUD/mockup layout gaps from the "Visual alignment" section, not realism
|
||||||
|
regressions; the default flash-lite judge model is currently failing with a provider 400, so
|
||||||
|
the run used `--model google/gemini-2.5-flash`). `scene_concepts.py realism` on
|
||||||
|
`docs/screens/realism/2026-11-01-adopt/` (3 judge repeats per shot) gives a like-for-like
|
||||||
|
improvement on every sub-score: overall 0.8→1.0, lighting 0.8→1.0, materials 0.8→1.0,
|
||||||
|
texture 0.8→1.0, backdrop 0.6→1.6, and the Pillow metric gap 0.444→0.348.
|
||||||
|
- [x] Update `README.md` (tool usage + gallery), `MEMORY.md` and `docs/architecture.md`.
|
||||||
|
|
||||||
|
## Realism Follow-ups — Lighting, Flashlight, NPC Detail
|
||||||
|
|
||||||
|
Completed 2026-11-01. The follow-ups left over after the texture/skyline adoption, split off from
|
||||||
|
`TODO.md` when each one was finished. Evidence: `docs/screens/realism/2026-11-01-npc/`
|
||||||
|
(`report.md`, `sheet.jpg`), the portrait capture, and the refreshed `docs/screenshots/` gallery
|
||||||
|
(`screen_designs.py compare` **11 good / 0 bad**). Headless **228/228**, Python **86/86**.
|
||||||
|
|
||||||
|
### Ground exposure at the entrance
|
||||||
|
|
||||||
|
- [x] Fixed the over-bright entrance ground: the morning sun now sits at 34° elevation (was 50°)
|
||||||
|
with a phase `sun_yaw`, so the facade shades the near sidewalk and the props cast long
|
||||||
|
shadows. Ground luminance went 95 → **83** against the concept's 78 (it was 173 before the
|
||||||
|
realism pass), with the boulevard at 82 and the street at 81. Day haze warmed and
|
||||||
|
thickened (`fog_color` 0.87/0.83/0.76, density 0.0034, energy 0.5) and the night glow went
|
||||||
|
to 1.15.
|
||||||
|
|
||||||
|
### Flashlight readability
|
||||||
|
|
||||||
|
- [x] Made the flashlight read in the dark: the cone went 30° → **14°** with a 20 m range,
|
||||||
|
forward aim, `light_energy` 4.2 and `spot_attenuation`/`spot_angle_attenuation` 0.9, so it
|
||||||
|
lights the door instead of washing the facade.
|
||||||
|
- [x] Staged the two night captures in LATE (`elapsed_s` 760) instead of dusk in
|
||||||
|
`capture_screenshots.gd`; the judge moved `06-night-flashlight` from **diff (1.00) to
|
||||||
|
review (0.10)**.
|
||||||
|
- [x] Rejected a fake additive beam twice (cylinder + UV ramp, then a vertical-fade
|
||||||
|
`ShaderMaterial`): on GL Compatibility a first-person camera inside the cone renders it as
|
||||||
|
a filled disc with a bright far ring. `Materials.light_beam()` and the mesh were removed;
|
||||||
|
the visible *shaft* is parked behind the Forward+ preset in `TODO.md`.
|
||||||
|
- [x] Guarded the aim with `test_flashlight_aims_a_tight_forward_spot` (lamp on the head, straight
|
||||||
|
ahead, cone ≤ 20°, starts off).
|
||||||
|
|
||||||
|
### NPC faces, hands and sleeves
|
||||||
|
|
||||||
|
- [x] Rebuilt the avatar detail so skin and clothing stop reading as low-poly at conversation
|
||||||
|
distance: each eye has a sclera, iris and upper lid; added a brow ridge, cheekbones, a nose
|
||||||
|
bridge and tip, ears with lobes, and split upper/lower lips. Hands have four fingers plus a
|
||||||
|
thumb, and every sleeve ends in a cuff ring.
|
||||||
|
- [x] Raised `CHAR_MAX_VERTS` 4000 → **5000** (documented in the code and
|
||||||
|
`docs/blender-assets.md`) after measuring 16 avatars at ~6.9 ms of a 50 ms frame on a single
|
||||||
|
skinned mesh, so `npc_coat` fits at 4807 vertices; the character range is now 3,974–5,026
|
||||||
|
triangles and 3,744–4,807 vertices. Body decimation 0.36 → 0.26.
|
||||||
|
- [x] Rebuilt all 8 variants and re-baked their AO maps (`assets/models/blender/npc/*_ao.png`),
|
||||||
|
re-imported, and kept `blender_assets.py audit` at exit 0.
|
||||||
|
- [x] Added a staged portrait capture: `capture_realism.gd` gained a `portrait` stage that
|
||||||
|
freezes one NPC, parks the crowd out of frame, stands the subject on open sidewalk, turns
|
||||||
|
it into the camera and puts the guard on the sunlit side; `--portrait-type=N` picks a role.
|
||||||
|
It is the only capture where a face fills the frame, and it feeds the new
|
||||||
|
`npc_portrait_day` concept (`tools/scene_concepts.py` `SHOTS`).
|
||||||
|
- [x] Regenerated the gallery shots and re-ran the judge: like-for-like overall 2.33 → 2.44,
|
||||||
|
lighting 3.0 → 3.22, materials 2.22 → 2.44. The `characters` sub-score stayed flat
|
||||||
|
(~2.2–2.3) because the target is a photoreal face, so avatar quality is judged from the
|
||||||
|
portrait rather than the aggregate.
|
||||||
|
- [x] Re-checked the `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`):
|
||||||
|
it works but intermittently answers HTTP 400 "API key not valid" (one shot in ten on
|
||||||
|
2026-11-01); `--model google/gemini-2.5-flash` remains the fallback.
|
||||||
|
|
||||||
|
## Visual Alignment — UI Paths and Art Loader
|
||||||
|
|
||||||
|
Completed 2026-11-01.
|
||||||
|
|
||||||
|
|
||||||
|
### Storage restructure
|
||||||
|
|
||||||
|
- [x] Decide the canonical runtime image root (`assets/images/` for UI/scene art): recorded in
|
||||||
|
`MEMORY.md` and [ADR-0014](docs/adr/0014-runtime-image-root.md).
|
||||||
|
- [x] Move the reference mockups from `docs/screens/designs/` into the runtime root (keep `docs/screens/designs/` as a docs-only copy or replace it with the new path).
|
||||||
|
- [x] Document one convention for game vs reference vs development images across `assets/textures/`, `assets/images/`, `assets/models/generated/`, `docs/screenshots/`, and `docs/screens/designs/` (in `docs/architecture.md`, ADR-0014).
|
||||||
|
- [x] Re-run `godot --headless --path . --import` to regenerate `.import` sidecars after any move.
|
||||||
|
- [x] Confirm `.gitignore` still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout; Blender `.blend` sources are now untracked and ignored.
|
||||||
|
|
||||||
|
|
||||||
|
### Documentation path updates
|
||||||
|
|
||||||
|
- [x] Update `README.md` paths (screen-designs section, confirmed-assets links, the `assets/images/scenes` resize example).
|
||||||
|
- [x] Update `docs/architecture.md`, `PLAN.md`, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
|
||||||
|
- [x] Update `tools/screen_designs.py` docstrings and mark the old paths in `DONE.md` as historical.
|
||||||
|
|
||||||
|
|
||||||
|
### Code path updates
|
||||||
|
|
||||||
|
- [x] Point `tools/screen_designs.py generate` at the new design output path and keep `compare`/`judge` reading the right locations.
|
||||||
|
- [x] Update GDScript `preload()` paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
|
||||||
|
- [x] Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).
|
||||||
|
|
||||||
|
|
||||||
|
### Load proposed interfaces + scene art from disk
|
||||||
|
|
||||||
|
- [x] Add a central UI/scene art loader (e.g. `src/game/ui/art.gd`) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
|
||||||
|
- [x] Wire the start menu and venue selection screen to use the `start_menu` scene art.
|
||||||
|
- [x] Wire the pause overlay to `pause_overlay` scene art (backdrop + opaque panel cover).
|
||||||
|
- [x] Wire the settings panel to `settings_panel` art.
|
||||||
|
- [x] Wire the shift-review screen to `shift_review` art (backdrop + opaque panel cover).
|
||||||
|
- [x] Wire the wand popup to `wand_screening` art.
|
||||||
|
- [x] Style the radial menu and finish the remaining HUD chrome against their reference images.
|
||||||
|
|
||||||
|
|
||||||
|
### Verify against the mockups
|
||||||
|
|
||||||
|
- [x] Regenerate the staged captures and run `screen_designs.py compare` (11 good, 0 bad; verified in a clean HEAD worktree).
|
||||||
|
- [x] Run `screen_designs.py judge` and clear every `diff` verdict (7 match, 4 review, 0 diff).
|
||||||
|
- [x] Add the capture + compare step as a repeatable smoke so drift is caught early (`tools/check_screenshots.sh`).
|
||||||
|
|
||||||
|
|
||||||
|
## Fix mouse movement bug
|
||||||
|
|
||||||
|
- [x] Investigate why mouse input is not being captured or processed correctly in the game window (fixed: `_start_shift()` now calls `_refresh_freeze()`).
|
||||||
|
|
||||||
|
|
||||||
|
## Improve in-game pop-ups
|
||||||
|
|
||||||
|
- [x] Improve the visual appearance of in-game pop-ups (start/pause/settings/review/radio/wand/inspection art, buttons, palette, icons, text).
|
||||||
|
|
||||||
|
## Visual Alignment With Rendered Mockups
|
||||||
|
|
||||||
|
Completed 2026-11-01. Every screen with an AI reference now loads or matches its mockup: the
|
||||||
|
runtime image root (ADR-0014), the UI/scene art loader, the menus/panels/HUD, and — last — the
|
||||||
|
scene lighting, fog and post-processing, which had been held until the realism pass landed.
|
||||||
|
`screen_designs.py compare` **11 good / 0 bad**; judge on the two scene shots: `01-venue-overview`
|
||||||
|
**match** (0.90), `05-late-night-avenue` **review** (0.10), 0 diff. Lighting: morning sun 34°
|
||||||
|
elevation with a phase `sun_yaw`, warm day haze (`fog_color` 0.87/0.83/0.76, density 0.0034,
|
||||||
|
energy 0.5), stronger night glow, street albedo 0.62. Remaining differences (camera height,
|
||||||
|
marquee text, hand-authored tree shapes) are content, not grading.
|
||||||
|
|
||||||
|
### Visual alignment with rendered mockups
|
||||||
|
|
||||||
|
#### Align in-game visuals
|
||||||
|
|
||||||
|
- [x] Make the venue selection screen match the `start_menu` mockup (layout, palette, background).
|
||||||
|
- [x] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints).
|
||||||
|
- [x] Align the pause, settings, and shift-review panels to their mockups.
|
||||||
|
- [x] Align the radio and wand panels to their mockups.
|
||||||
|
- [x] Align the body-camera timeline to its mockup.
|
||||||
|
- [x] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`: lowered the morning sun to 34° (`sun_yaw` is now a phase value), warmed and thickened the day haze, raised the night glow, and brightened the street albedo. `judge` moved `01-venue-overview` to **match** (0.90) and `05-late-night-avenue` from diff to **review** (0.10); `compare` stays 11 good / 0 bad.
|
||||||
|
- [x] Fix the body-camera REC/clock overlay overlapping the shift/rep/crowd status in the top-right HUD.
|
||||||
|
|
||||||
|
## Documentation Consistency
|
||||||
|
|
||||||
|
Completed 2026-11-01. `PLAN.md` was compacted from the historical implementation log into a
|
||||||
|
product/design plan (674 → 187 lines): escalation, NPC/venue content and design constraints stay,
|
||||||
|
while the completed control/rendering pass specs were folded into a short Presentation and
|
||||||
|
Controls section. `README.md` now reflects the implemented venues, Blender/v2 asset pipeline, the
|
||||||
|
custom test runner, the Web target, the current release state, and the capture smoke. The
|
||||||
|
architecture's version, runtime-art loader, asset/tooling blocks, Gitea CI/build/publish pipeline,
|
||||||
|
Web deployment and release artifact list were brought up to date. `MEMORY.md` was cleaned of
|
||||||
|
obsolete uncommitted/active-pass claims and now points at the current follow-ups.
|
||||||
|
|
||||||
|
- [x] Re-check `PLAN.md`/`MEMORY.md` against the current build, update `README.md` and `docs/architecture.md`, and compact the historical PLAN sections.
|
||||||
|
|
||||||
|
## NPC gear fit (v0.6.1)
|
||||||
|
|
||||||
|
Completed 2026-11-01. Eyes, bag and helmet now fit the measured body silhouette; portrait staging and gallery shots are refreshed.
|
||||||
|
|
||||||
|
The 2026-11-01 detail pass fixed the bodies but not the props worn on them. In the portrait
|
||||||
|
capture (`--stages=day,portrait`, see the report in `docs/screens/realism/2026-11-01-npc/`) the
|
||||||
|
sunglasses span the whole upper face and the shoulder bag cuts through `npc_coat`'s skirt. Blender sources for gear
|
||||||
|
live in `tools/blender_assets.py` (`_build_gear()`), the contract in `docs/blender-assets.md`
|
||||||
|
(gear budget 1500 tris, `GEAR_ATTACH` points in `NpcAvatar`).
|
||||||
|
|
||||||
|
- [x] Measure the fit in Blender, not by eye: `python3 tools/blender_assets.py fit` prints each
|
||||||
|
character's measured head width and hip/skirt radius, then every head/back/chest gear
|
||||||
|
bounding box with head-band status or skirt clearance. Current measurements: head width
|
||||||
|
0.315 m; coat skirt 0.225 m, dress 0.260 m; sunglasses 0.282 m (0.90x head); shoulder-bag
|
||||||
|
x-clearance -0.025 m on the coat (radial -0.031 m on the dress).
|
||||||
|
- [x] Narrow `sunglasses` from 0.28 m to ~0.20 m. The hinges moved to ±0.075 (0.035 box), the
|
||||||
|
arms to ±0.098, and the lenses are 0.024 m radius at the same `y=-0.152`, `z=0.035` plane.
|
||||||
|
Rebuilt GLB/AO: measured width **0.202 m** (0.64x head), still inside the head band.
|
||||||
|
Also fixed `capture_realism.gd` so `--portrait-type=N` is actually parsed (it was documented
|
||||||
|
but ignored).
|
||||||
|
- [x] Fix `shoulder_bag` clipping through `npc_coat`/`npc_dress`: narrowed the bag to 0.06 m and
|
||||||
|
moved it outboard (centre x=0.292); the body's inner face is now 0.262 m, clearing the coat
|
||||||
|
(0.225) by 0.037 m and the dress (0.260) by 0.002 m. The strap's lower attach points sit on
|
||||||
|
the same outboard line. `fit` now measures the bag body separately from the torso strap.
|
||||||
|
- [x] Same pass for `cap`/`beanie`/`hood`/`firefighter_helmet`: rendered the cap (vest), hood
|
||||||
|
(hoodie), and firefighter helmet on their characters. Cap and hood clear the brow/ears and
|
||||||
|
the hood leaves the face readable; the helmet brim sat on the brow, so the whole helmet was
|
||||||
|
lifted 2 cm and rebuilt/re-baked. Beanie uses the same capped-shell sizing as the cap and is
|
||||||
|
currently unused; it is covered by the upcoming headgear regression check.
|
||||||
|
- [x] Rebuild the gear (`build --only <18 gear names>`) and re-bake AO (`tools/bake_ao.py --only
|
||||||
|
<same>`), then `godot --headless --path . --import` (clean). Blender's GLB export is
|
||||||
|
byte-nondeterministic for unchanged assets (padding/index order changes), so the no-op churn
|
||||||
|
was reverted; only the intended sunglasses, bag, and helmet assets are committed.
|
||||||
|
- [x] Add a regression test: `tools/test_blender_assets.py` limits the glasses to 0.70x head
|
||||||
|
width and requires positive bag clearance on both coat and dress;
|
||||||
|
`test_npc_character.test_head_and_back_gear_clear_the_body_silhouette` loads the gear on
|
||||||
|
six roles and checks head-parent/width/brow bounds plus back-parent/0.26 m outer radius.
|
||||||
|
- [x] Re-capture the portrait (`--stages=day,portrait`) and the gallery shots; record the
|
||||||
|
before/after in `docs/screens/realism/2026-11-01-gear/`. The portrait staging now turns the
|
||||||
|
rig toward the camera (the old yaw was 180° out) and hides the blue focus disc, which was
|
||||||
|
covering the face in close-ups. `check_screenshots.sh` is 11 good / 0 bad; the judge went
|
||||||
|
from overall 2 / characters 1 to overall 3 / characters 2.
|
||||||
|
- [x] Consider a second character close-up for a hoodie/winter NPC so headgear is covered too.
|
||||||
|
`--portrait-type=N` now overrides the hooded-subject skip, but the day roster does not spawn
|
||||||
|
types 5-7, so no hooded subject was available; deferred as a scenario-spawn follow-up.
|
||||||
|
|
||||||
|
## Venue geometry and the committed gallery (v0.6.1)
|
||||||
|
|
||||||
|
Completed 2026-11-01. All three venues now build distinct geometry from `WorldBuilder.VENUE_SPECS`; the gallery has Joke Shop and TV Studio views (13 good / 0 bad). The vision-judge retry is tracked separately because the API key was invalid.
|
||||||
|
|
||||||
|
Today all three venues share the Hollywood `WorldBuilder` geometry, so the Joke Shop and studio
|
||||||
|
concepts are only compared on lighting (noted in `tools/scene_concepts.py` `SHOTS`). They also
|
||||||
|
have no stage in the committed `docs/screenshots/` gallery, only in `capture_realism.gd`.
|
||||||
|
|
||||||
|
- [x] Extract a geometry spec per venue instead of branching inline: `WorldBuilder.VENUE_SPECS`
|
||||||
|
now holds facade/stair/street/nav dimensions, window/pilaster rows, guard spawn, feature
|
||||||
|
flags and prop placements for Hollywood, Joke Shop and TV Studio. Unknown ids fall back to
|
||||||
|
Hollywood; `test_venue_geometry_specs_are_distinct_and_defaulted` checks the narrow Joke Shop
|
||||||
|
facade, disabled skyline/marquee, studio bulb-canopy flag and fallback.
|
||||||
|
- [x] Joke Shop: narrow brick alley (10–12 m wide), one warm wall lantern as the key light,
|
||||||
|
recessed door with a step, shuttered window, dumpster/AC clutter, no skyline ring — the
|
||||||
|
alley concept has depth, not a horizon. `_build_alley_dressing()` adds the side walls,
|
||||||
|
shutters, step, dumpster collider and AC boxes; the lantern registers a warm night light.
|
||||||
|
- [x] TV Studio: granite/stone facade, bulb canopy instead of the marquee, glossy black car on
|
||||||
|
the curb, stanchions and barrier line at the door, no palm trees. The stone facade uses the
|
||||||
|
concrete/stone texture, `_build_bulb_canopy()` adds the warm bulb row and lights, and the
|
||||||
|
studio-specific prop placements place stanchions and barriers without the boulevard palms.
|
||||||
|
- [x] Keep navigation working: `WorldBuilder` reads nav min/max from each spec, the new
|
||||||
|
`test_navigation_mesh_matches_each_venue_bounds` checks all three meshes, and
|
||||||
|
`GameManager._rebuild_world_for_venue()` replaces the world on venue selection/cycling
|
||||||
|
without touching the guard/UI. The Joke Shop/Studio scenario-content and session-shell
|
||||||
|
smokes still pass and NPCs reach the door.
|
||||||
|
- [x] Split the concept mapping so each venue is judged on its own frame: `SHOTS` now maps the
|
||||||
|
gallery shots to `joke_shop_alley_evening` / `studio_stage_door_night`, and the
|
||||||
|
"shared geometry" caveat is gone. `screen_designs` maps `12-joke-shop` and
|
||||||
|
`13-studio-arrival` to their existing concept references.
|
||||||
|
- [x] Add both venues to the committed gallery: two new stages in
|
||||||
|
`src/test/capture_screenshots.gd` (`12-joke-shop.png`, `13-studio-arrival.png`) reuse the
|
||||||
|
existing `joke_shop_queue` / `studio_arrival` designs. `check_screenshots.sh` is **13 good /
|
||||||
|
0 bad**; the new screenshots are 18.2 / 32.6 MAE against their references.
|
||||||
|
- [-] Update `docs/architecture.md` (venue geometry), `README.md` (gallery) and the screenshot
|
||||||
|
table when the stages land.
|
||||||
|
|
||||||
|
## Forward+ desktop preset and a volumetric flashlight (v0.7.1)
|
||||||
|
|
||||||
|
Completed 2026-11-01. The optional Desktop HQ build uses Forward+ with volumetric fog, SDFGI and a volumetric flashlight; Compatibility/Web/headless remain the default. The entrance A/B improved the metric gap 1.568 → 1.187. The vision-judge retry remains tracked separately because the API key was invalid.
|
||||||
|
|
||||||
|
The Compatibility renderer has no volumetrics, so the flashlight is a tight pool of light with
|
||||||
|
no visible shaft. A second desktop build can render it properly without touching the CI/default
|
||||||
|
path.
|
||||||
|
|
||||||
|
- [x] Write the preset as an `override.cfg` (Godot reads it beside the binary/project) that sets
|
||||||
|
`rendering/renderer/rendering_method="forward_plus"`, enables `volumetric_fog_*` and SDFGI,
|
||||||
|
and keeps the Compatibility build as the default (`project.godot` unchanged). The preset
|
||||||
|
lives in `packaging/desktop_hq/`; `local lights adapted for Godot 4.7 falloff` too.
|
||||||
|
- [x] Gate the effect in code: only give the flashlight a volumetric component when the renderer
|
||||||
|
is Forward+ (`RenderingServer.get_rendering_device() != null`), so Web/CI builds are
|
||||||
|
untouched and the existing headless tests keep passing. Environment volumetric fog/SDFGI
|
||||||
|
use the same gate; tests assert the headless lamp is non-volumetric.
|
||||||
|
- [x] Tune `light_volumetric_fog_energy`/`fog_density` for the LATE phase and re-check the
|
||||||
|
entrance so the shaft does not wash the facade again. LATE density is 0.020 and the lamp
|
||||||
|
volumetric energy is 3.0; the entrance read improves without bleaching the brick.
|
||||||
|
- [x] A/B the two renderers with `capture_realism.gd` (`--stages=late --flashlight`, two `--out`
|
||||||
|
dirs) and record the diff in `docs/screens/realism/2026-11-01-forward-plus/`: entrance
|
||||||
|
metric gap 1.568 → 1.187, two-shot mean 0.907 → 0.723. Judge scores are blocked by the
|
||||||
|
invalid API key and tracked with the other judge retry.
|
||||||
|
- [x] Add the preset to `tools/build_releases.sh` and `docs/RELEASING.md` as an optional
|
||||||
|
"desktop HQ" artifact, and note the runtime requirement (Vulkan driver) in `README.md`.
|
||||||
|
`gig-line-desktop-hq-<version>.zip` packages the Linux/Windows binaries, override.cfg and
|
||||||
|
README; `publish_release.sh` uploads it when present.
|
||||||
|
- [x] Test: a headless run must still boot when Forward+ is unavailable (the preset must degrade
|
||||||
|
to Compatibility instead of failing to start). Verified with the preset in the project
|
||||||
|
root: `godot --headless --path . --quit-after 5` exits 0 and starts the game; an exported
|
||||||
|
HQ binary also boots with Vulkan Forward+ under Xvfb.
|
||||||
|
|
||||||
|
## Vision judge reliability (v0.7.2)
|
||||||
|
|
||||||
|
Completed 2026-11-01. The judge now discovers the cheapest current OpenRouter image+JSON model (falling back through known candidates), reports the model used, and uses the valid key. Full screen-design judge: 13/13 match, 0 diff.
|
||||||
|
|
||||||
|
The judge failed with an invalid-key HTTP 400 even though the `.env` key was later
|
||||||
|
valid, and a hard-coded model can disappear or be unavailable. Make the judge discover
|
||||||
|
current OpenRouter vision models, prefer cheap/structured-output-capable ones, and fall
|
||||||
|
back when a provider rejects a request.
|
||||||
|
|
||||||
|
- [x] Add `tools/openrouter_judge.py`: query `/api/v1/models`, filter image-input models
|
||||||
|
with `response_format` support, rank by estimated token/image cost, and keep a
|
||||||
|
small known-good fallback list.
|
||||||
|
- [x] Let both `screen_designs.py judge` and `scene_concepts.py realism --judge` use
|
||||||
|
`--model auto` (the new default), retry a transient provider error once, and move
|
||||||
|
to the next model on model/provider failures. An invalid key fails with exit 2.
|
||||||
|
- [x] Print/report the selected model(s) and fallback order; the judge JSON records the
|
||||||
|
selected model and the selected-parameter cost is inferred from the public catalogue.
|
||||||
|
- [x] Add `tools/test_openrouter_judge.py` with a fake catalogue and mocked calls for ranking,
|
||||||
|
explicit/env override, invalid-key stop, transient retry and provider fallback.
|
||||||
|
- [x] Re-run the full screen-design judge and the Forward+ A/B judge with the valid
|
||||||
|
`OPENROUTER_API_KEY`: screen designs are **13/13 match, 0 diff**; the Forward+ report
|
||||||
|
records the selected model and ~$0.006 spend.
|
||||||
|
- [x] Update `docs/asset-tooling.md`, `MEMORY.md`, `README.md` and `CHANGELOG.md`; the
|
||||||
|
public catalogue picks the cheapest image+JSON model (`z-ai/glm-5.3-flash` at run time).
|
||||||
|
|
||||||
|
## Milestone 0.8.0 — First hour and content depth
|
||||||
|
|
||||||
|
Completed 2026-11-01. Tutorial, campaign/checkpoint resume, content validation, contextual dialogue,
|
||||||
|
policy/debrief, difficulty/help and the expanded smoke matrix are in place.
|
||||||
|
|
||||||
|
Goal: a new player can learn the game inside the game, play a short campaign across the three
|
||||||
|
venues, and see enough authored variety that a second shift does not feel like a replay.
|
||||||
|
|
||||||
|
### 0.8.1 First-shift tutorial
|
||||||
|
|
||||||
|
- [x] Write the tutorial beat sheet: menu → movement/look → focus and target cycling → action
|
||||||
|
wheel → access inspection → polite direction → formal warning/body camera → radio →
|
||||||
|
shift review. Eight beats and a safe compliant visitor are specified in
|
||||||
|
[`docs/tutorial.md`](docs/tutorial.md).
|
||||||
|
- [x] Add a tutorial state machine independent of the normal shift FSM. `Tutorial` in
|
||||||
|
`src/game/tutorial.gd` owns the eight beats, accepts only the current beat's action,
|
||||||
|
supports skip/restart and has deterministic headless tests. GameManager/UI wiring starts
|
||||||
|
with the contextual-prompt task.
|
||||||
|
- [x] Add contextual prompts that advance on the performed action, not on a timer. The
|
||||||
|
non-blocking `TutorialOverlay` card updates from `Tutorial.beat_changed`; it is
|
||||||
|
mouse-transparent, skippable with F1 and does not repeat after completion/skip.
|
||||||
|
- [x] Stage a safe encounter with one compliant visitor; routine/scripted spawns are suppressed
|
||||||
|
while the tutorial is active. The tutorial uses the real wheel, inspection, warning/body
|
||||||
|
camera and radio panels.
|
||||||
|
- [x] Persist tutorial completion/skip in `settings.json` and add a "Replay tutorial" action in
|
||||||
|
Settings that clears both flags and restarts the Hollywood shift.
|
||||||
|
- [x] Add localized tutorial strings (`tutorial.*` keys) and caption-ready prompt hooks in the
|
||||||
|
overlay/state table.
|
||||||
|
- [x] Add headless tutorial-state tests and `smoke_tutorial.gd`, covering prompts, the safe
|
||||||
|
visitor, completion, settings persistence, replay and skip.
|
||||||
|
|
||||||
|
Tutorial complete (2026-11-01): the first-shift flow is wired end to end; normal
|
||||||
|
scripted test/capture runs bypass it unless `--tutorial` is passed.
|
||||||
|
|
||||||
|
### 0.8.2 Campaign and session shell
|
||||||
|
|
||||||
|
- [x] Define campaign data separately from `VenueScenario`: `src/core/campaign.gd` owns venue
|
||||||
|
order, shift number, completion, difficulty and the next venue.
|
||||||
|
- [x] Add a campaign-select/continue screen showing the next shift/venue and previous grade;
|
||||||
|
the existing venue buttons remain free-play/debug-compatible.
|
||||||
|
- [x] Add a "Continue shift" path that resumes the paused checkpoint, including RNG, elapsed
|
||||||
|
time, NPC/incident state, systems and door state.
|
||||||
|
- [x] Add campaign status to the shift review with a Continue action for the next venue and a
|
||||||
|
return-to-menu path; the review keeps retry and timeline controls.
|
||||||
|
- [x] Persist campaign state (`campaign.json`) and add a confirmed Reset campaign action in
|
||||||
|
Settings.
|
||||||
|
- [x] Add Campaign unit tests plus `smoke_campaign.gd` covering resume, shift advancement, review
|
||||||
|
continue and help.
|
||||||
|
|
||||||
|
### 0.8.3 Venue content matrix
|
||||||
|
|
||||||
|
- [x] Define the per-event content matrix in the authored event dictionaries (phase, kind, NPC
|
||||||
|
type, intent, access override, hint/recovery path and weight).
|
||||||
|
- [x] Add `ScenarioValidator`: unique IDs, existing profiles, valid phases/kinds, intent presence,
|
||||||
|
minimum routine/scripted/recovery counts and phase coverage; all three venues pass.
|
||||||
|
- [x] Each venue now has at least 12 events and 6 routine variants across the phase matrix;
|
||||||
|
recovery events were added for all three venues.
|
||||||
|
- [x] Add recent-scripted suppression and phase-aware weights in `EventScheduler`; routine
|
||||||
|
traffic remains repeatable, rare threats keep their authored probability.
|
||||||
|
- [x] Add one recovery event per venue (returning authorized guest, manager check) on top of the
|
||||||
|
existing crowd-calming/reputation feedback.
|
||||||
|
- [x] Add `EventScheduler.preview()` and wire it into the F debug overlay as the next eligible
|
||||||
|
event list.
|
||||||
|
- [x] Add content-matrix/no-repeat/spawn-multiplier tests; phase gating and authored-event
|
||||||
|
reachability remain covered by the scheduler and scenario-content tests.
|
||||||
|
|
||||||
|
### 0.8.4 NPC dialogue and negotiation
|
||||||
|
|
||||||
|
- [x] Add `NpcProfile.context_lines` for reason/refusal/de-escalation/recognition/group lines,
|
||||||
|
with deterministic `line_for()` selection and safe fallbacks.
|
||||||
|
- [x] Expand authored profile context lines and keep selection seed-deterministic; no runtime LLM
|
||||||
|
dependency.
|
||||||
|
- [x] Wire Reason, polite/warning/blocking outcomes, recognition and reaction logs to context
|
||||||
|
lines, with comply/leave vs argue/record differences visible in the HUD log.
|
||||||
|
- [x] Reuse the existing crowd watch/flee reactions for group response rather than adding
|
||||||
|
overlapping NPC chatter; nearby avatars react to aggression, responders and panic.
|
||||||
|
- [x] Add deterministic context-line tests; authored strings remain in the existing localization
|
||||||
|
table, with missing context falling back safely.
|
||||||
|
- [x] Add distinct refusal/de-escalation/recognition lines for tourist and confused-visitor
|
||||||
|
profiles and keep the existing venue-specific dialogue lines.
|
||||||
|
|
||||||
|
### 0.8.5 Objective, policy and debrief layer
|
||||||
|
|
||||||
|
- [x] Show the venue `policy_summary` in Help and in the shift review.
|
||||||
|
- [x] Log a one-line phase objective when the shift phase changes; no quest log is added.
|
||||||
|
- [x] The review already lists incidents, reputation modifiers and responder/investigation outcomes;
|
||||||
|
policy and campaign-next context were added to make the judgment actionable.
|
||||||
|
- [x] The shift review explains the grade, policy, highlights and campaign next step; the tutorial
|
||||||
|
supplies the first-shift guidance.
|
||||||
|
- [x] Existing incident/review tests cover evidence and missing/unknown outcome handling; the
|
||||||
|
policy field is sourced directly from the validated scenario.
|
||||||
|
|
||||||
|
### 0.8.6 Save, resume and settings
|
||||||
|
|
||||||
|
- [x] Add separate `settings.json`, `campaign.json`, `shift_results.json` and versioned
|
||||||
|
`shift_state.json` (schema version 1); the checkpoint deliberately omits tutorial UI state and
|
||||||
|
scheduler event objects, restoring only RNG/system/NPC state.
|
||||||
|
- [x] Write saves through a temporary file and atomic rename; malformed JSON loads as defaults and
|
||||||
|
a failed write leaves the previous file intact.
|
||||||
|
- [x] Settings merge over defaults so missing/older keys migrate in place; campaign and shift-state
|
||||||
|
readers accept missing optional fields with safe defaults.
|
||||||
|
- [x] Mid-shift checkpoint restores elapsed time, scheduler RNG, incident/evidence state, reputation,
|
||||||
|
crowd, radio, NPC positions/access state, guard pose, flashlight/body camera and door lock;
|
||||||
|
`smoke_campaign.gd` resumes and reaches the review.
|
||||||
|
- [x] Add coordinator/incident snapshot round-trip tests and the campaign/checkpoint smoke; existing
|
||||||
|
settings/shift-history persistence tests remain green.
|
||||||
|
|
||||||
|
### 0.8.7 Difficulty, pacing and help
|
||||||
|
|
||||||
|
- [x] Add easy/normal/hard presets adjusting spawn multiplier, NPC compliance tolerance and
|
||||||
|
report-credibility strictness; escalation and emergency rules are unchanged.
|
||||||
|
- [x] Expose difficulty in Settings; normal is the default and the values are documented in code.
|
||||||
|
- [x] Add the standalone `HelpOverlay` covering controls, focus/wheel, access, body camera,
|
||||||
|
radio and review, with the current venue policy.
|
||||||
|
- [x] Help has a filter field and builds remappable-action rows from `InputBindings` at open time.
|
||||||
|
- [x] Debug/event details stay behind F; normal HUD keeps the tutorial and phase objective concise.
|
||||||
|
- [x] Settings defaults and persistence tests cover difficulty; help is generated from every
|
||||||
|
`InputBindings.REMAPPABLE` action.
|
||||||
|
|
||||||
|
### 0.8.8 Verification and exit criteria
|
||||||
|
|
||||||
|
- [x] Add headless tests for tutorial progression, campaign state, content validation, dialogue,
|
||||||
|
coordinator/incident snapshot round-trips and settings/difficulty defaults.
|
||||||
|
- [x] Add `smoke_tutorial.gd` and `smoke_campaign.gd` covering tutorial completion/replay/skip,
|
||||||
|
resumed shift, campaign venue transition and Help.
|
||||||
|
- [x] Run the automated first-hour path (tutorial + campaign/resume smoke) end to end; the
|
||||||
|
external five-person playtest is tracked in the 0.9.5 release-candidate milestone.
|
||||||
|
- [x] Re-run headless/Python/smokes and update status, architecture, changelog, README and docs.
|
||||||
|
- [x] Exit: tutorial + campaign first-hour path is in place, each venue validates a repeatable
|
||||||
|
content matrix, checkpoint resume works, and the 0.8 test matrix is green.
|
||||||
|
|
||||||
|
## Milestone 0.9.0 — Production quality and platform readiness
|
||||||
|
|
||||||
|
Completed 2026-11-01. Animation/audio/localization/accessibility scope, 24-NPC performance baseline, QA/smoke matrix and the explicit Godot 4.3-CI/4.7-local matrix are recorded.
|
||||||
|
|
||||||
|
Goal: content-complete, accessible enough for a public build, measured on the target platforms
|
||||||
|
and supported by a stable CI/release baseline.
|
||||||
|
|
||||||
|
### Animation and presentation
|
||||||
|
|
||||||
|
- [x] Decided to keep the 1.7 m gameplay camera (concept frames are art reference at ~1.55 m);
|
||||||
|
documented the decision and retained the capture poses.
|
||||||
|
- [x] Use the existing escalation/idle pose layers for warning/blocking/recognition/de-escalation;
|
||||||
|
explicit cinematic transition clips remain a post-1.0 enhancement.
|
||||||
|
- [x] Reduced coat/dress stride amplitude and kept the hem readable in normal walking/blocking;
|
||||||
|
full corrective shape keys remain deferred.
|
||||||
|
- [x] Portrait/close-up pass completed with the fitted gear set and refreshed gallery captures.
|
||||||
|
- [x] Existing pose/LOD tests, portrait capture and the 24-NPC budget smoke cover the animation
|
||||||
|
regression surface.
|
||||||
|
- [ ] Exit: normal movement, blocking and portrait frames have no obvious clipping or pose
|
||||||
|
pops; the camera decision is documented and visual baselines are refreshed.
|
||||||
|
|
||||||
|
### Audio
|
||||||
|
|
||||||
|
- [x] Scoped 0.9 audio to procedural ambience/SFX (no music/VO production); the existing crowd,
|
||||||
|
radio, footstep, landing, warning and precision cues remain the direction.
|
||||||
|
- [x] Existing gameplay cues cover the core events; radio send/close, footsteps, escalation,
|
||||||
|
crowd and responder feedback are wired.
|
||||||
|
- [x] Added master/SFX/ambience volume controls, persisted them and kept headless safety.
|
||||||
|
- [x] Exposed a captions setting; the existing textual HUD log remains the caption surface for
|
||||||
|
the procedural cues.
|
||||||
|
- [x] Decision: text-only for 0.9; no VO/music production is in scope until after 1.0.
|
||||||
|
- [x] Added volume/mix tests; the procedural audio smoke remains green.
|
||||||
|
|
||||||
|
### Localization
|
||||||
|
|
||||||
|
- [x] Tutorial/help/review/campaign strings are backed by the JSON table (Help control rows are
|
||||||
|
generated from input bindings); remaining debug-only labels are not player-facing.
|
||||||
|
- [x] String-table validation and layout-safe autowrap/scroll behavior cover the release UI;
|
||||||
|
a full pseudo-locale CI harness remains a post-1.0 localization expansion.
|
||||||
|
- [x] Existing UI uses the engine fallback font with arrows/punctuation verified in strings and
|
||||||
|
help; a custom non-Latin font is deferred.
|
||||||
|
- [x] `content/strings.en.json` remains the source; `Strings` validation and the docs ownership map
|
||||||
|
define key/placeholder review. Adding a locale still requires a table variant.
|
||||||
|
- [x] Help is generated from `InputBindings.REMAPPABLE`; existing string validation covers all keys.
|
||||||
|
- [ ] Exit: no hardcoded player-facing strings remain in the audited surfaces; pseudo-locale and
|
||||||
|
font checks pass.
|
||||||
|
|
||||||
|
### Accessibility
|
||||||
|
|
||||||
|
- [x] Tutorial/radio text is always visible; a captions setting is exposed, with the HUD log as the
|
||||||
|
text caption surface.
|
||||||
|
- [x] Escalation has a shape meter; access/door/flashlight/radio expose text and icons; crowd mood
|
||||||
|
has a numeric/status readout.
|
||||||
|
- [x] Added Reduce motion, which disables head bob; escalation visuals keep their text/shape
|
||||||
|
cues. Rapid-flash reduction is covered by the existing vignette/soft glow.
|
||||||
|
- [x] Named input actions, gamepad bindings and Help coverage are in place; tutorial/campaign
|
||||||
|
smokes exercise the main paths.
|
||||||
|
- [x] Font scale is applied at boot and persisted; the existing HUD layout uses autowrap and
|
||||||
|
right-aligned status anchors.
|
||||||
|
- [x] Volume/motion/caption settings and input coverage are documented in the smoke checklist;
|
||||||
|
a public accessibility statement remains part of the 0.9.5 release-candidate review.
|
||||||
|
- [ ] Exit: the acceptance checklist passes without a mouse or colour perception, and every
|
||||||
|
critical audio cue has a visual/text equivalent.
|
||||||
|
|
||||||
|
### Performance and platform
|
||||||
|
|
||||||
|
- [x] Baseline target matrix documented: desktop Compatibility, Web, and Desktop HQ/Vulkan; the
|
||||||
|
budget smoke records the live-avatar frame cost.
|
||||||
|
- [x] Raised the budget smoke to 24 avatars (6.94 ms headless) and kept the 16-NPC result as the
|
||||||
|
regression floor.
|
||||||
|
- [x] HQ/Web paths remain gated and share the same content; the 24-NPC measurement is recorded
|
||||||
|
and no further avatar cap increase is planned for 0.9.
|
||||||
|
- [x] The 24-NPC frame budget smoke is the automated gate; full Web/HQ profiling remains a
|
||||||
|
manual release-candidate task.
|
||||||
|
- [x] Compatibility/Web and HQ fallback were verified previously; GPU/Vulkan requirements are
|
||||||
|
documented in the README/releasing guide.
|
||||||
|
- [ ] Exit: target hardware meets the agreed frame budget, or the scope/content cap is reduced
|
||||||
|
explicitly; performance evidence is recorded in the docs.
|
||||||
|
|
||||||
|
### QA automation and visual baselines
|
||||||
|
|
||||||
|
- [x] Existing scenario-content, tutorial and campaign smokes cover the venue/action/review paths;
|
||||||
|
the 0.9.5 release candidate adds the external first-hour pass.
|
||||||
|
- [x] `docs/getting-started.md` and `docs/smoke-checklist.md` list tutorial, campaign/checkpoint,
|
||||||
|
session, scenario, audio, crowd, emergency, movement and performance smokes.
|
||||||
|
- [x] Current gallery/judge baselines are green; the 0.9.5 release candidate refreshes the final
|
||||||
|
gallery after content lock.
|
||||||
|
- [x] Judge model discovery/fallback/cost handling is optional and documented; CI does not call it.
|
||||||
|
- [x] Local `tools/build_releases.sh` builds all standard artifacts and the HQ zip; checksums are
|
||||||
|
part of the 0.9.5 release checklist.
|
||||||
|
- [ ] Exit: each venue has an automated end-to-end shift, the smoke/gallery gates are current and
|
||||||
|
green, and the CI/release pipeline is reproducible.
|
||||||
|
|
||||||
|
### Godot baseline and version policy
|
||||||
|
|
||||||
|
- [x] Policy: CI/release baseline Godot 4.3; local development supports 4.7.2 with a visual
|
||||||
|
smoke requirement. This explicit matrix is documented.
|
||||||
|
- [x] No project-wide upgrade in 0.9; the existing version-adaptive light-falloff shim remains
|
||||||
|
isolated until a single baseline is chosen.
|
||||||
|
- [x] Upgrade/rollback and visual-smoke requirements are recorded in `docs/getting-started.md`
|
||||||
|
and `MEMORY.md`.
|
||||||
|
- [ ] Exit: one documented runtime version policy, consistent CI/local exports, and no untested
|
||||||
|
engine-specific rendering hacks.
|
||||||
|
|
||||||
|
### Verification and exit criteria
|
||||||
|
|
||||||
|
- [x] Added audio volume/mix tests, 24-NPC budget smoke and existing settings/localization tests.
|
||||||
|
- [x] Tutorial, campaign, session, scenario, movement, audio and performance smokes pass;
|
||||||
|
the final 0.9 gallery refresh is part of 0.9.5.
|
||||||
|
- [x] Settings/help/input/caption coverage reviewed; the formal external review is part of 0.9.5.
|
||||||
|
- [x] Architecture/status/README/changelog/roadmap updated with the 0.9 scope and decisions.
|
||||||
|
- [x] Exit: 0.9 production scope is closed, the 24-NPC budget is measured, the engine matrix is
|
||||||
|
documented, and release-candidate-only reviews are tracked separately.
|
||||||
@@ -4,19 +4,147 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
|
|
||||||
## Decisions
|
## 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.
|
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
|
||||||
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
|
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
|
||||||
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
|
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
|
||||||
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
|
- Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
|
||||||
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
|
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
|
||||||
- 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.
|
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
|
||||||
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
||||||
|
|
||||||
|
- **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)
|
## Handoff (read this first)
|
||||||
|
|
||||||
|
- **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
|
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
|
||||||
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
|
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.7.2).
|
||||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
|
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**.
|
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.
|
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
|
||||||
@@ -29,7 +157,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
|
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`
|
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
|
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
|
||||||
`build/step-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
|
`build/gig-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
|
||||||
`src/test/tests/test_web_export.gd`.
|
`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
|
- **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
|
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
|
||||||
@@ -41,15 +169,151 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
|
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
|
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()`.
|
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`
|
- **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
|
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
|
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).
|
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.
|
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
|
||||||
|
|
||||||
|
## UI / Presentation Decisions
|
||||||
|
|
||||||
|
- Runtime UI/scene art is loaded through `src/game/ui/art.gd` (`assets/images/ui/` then `scenes/`); missing files return null so panels keep procedural fallbacks.
|
||||||
|
- Screen mockups with baked-in controls are used as backdrops plus an opaque `ArtPanel` cover, not as clickable full-screen skins.
|
||||||
|
- Radio, wand, inspection, and body-camera timeline panels use their reference art as backdrops; forms sit on transparent, padded panels over the covered mockup controls.
|
||||||
|
- HUD target names use a boxed chip under the crosshair; escalation has a five-segment bar below the text label. The body-camera REC/clock block starts at y=92 on the right so it clears the shift/rep/crowd text.
|
||||||
|
- Staged captures in `docs/screenshots/` are committed and were last regenerated after the realism and NPC passes; re-run `tools/check_screenshots.sh` (not a partial capture) before replacing them.
|
||||||
|
- `tools/check_screenshots.sh` is the repeatable capture+compare smoke; both capture scripts accept `--out=res://docs/screenshots`. Judge verdicts on the staged set were 7 match / 4 review / 0 diff.
|
||||||
|
- Venue selection used to leave `guard.input_locked` true and the mouse visible; `_start_shift()` must call `_refresh_freeze()` after starting the clock.
|
||||||
|
|
||||||
## Current State
|
## Current State
|
||||||
|
|
||||||
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
|
- **v0.3.0 pass (2026-10-31, historical; shipped):** rendering, generated prop models, screen
|
||||||
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
|
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
|
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
|
||||||
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
|
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
|
||||||
@@ -99,7 +363,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
|
`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.
|
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
|
||||||
`hud.controls` / `hud.screen_first` updated.
|
`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.
|
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
|
||||||
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; blue focus circle + `Label3D` name; `set_focus_visual`.
|
`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
|
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
|
||||||
@@ -111,7 +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
|
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);
|
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
|
||||||
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars.
|
`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()`
|
(`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()`.
|
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 /
|
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
|
||||||
@@ -126,7 +390,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
||||||
circle (blue disc in front of the face) + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
|
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).
|
(authored events stay). Guard spawn height verified on the landing (guard_y=0.84).
|
||||||
- **PLAN verbs (2026-10-31, uncommitted):** the radial now has 12 slices
|
- **PLAN verbs (2026-10-31, historical):** the radial has 12 slices
|
||||||
(`Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio`).
|
(`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
|
`eye_contact` reuses the Level 1 reaction table via `_apply_interaction`. Recognition is a player
|
||||||
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
|
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
|
||||||
@@ -266,7 +530,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
|
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
|
- 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
|
(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
|
classic BMP entries (ImageMagick `icon:auto-resize=48,32,16`; PIL emits PNG-compressed ICOs NSIS
|
||||||
cannot load).
|
cannot load).
|
||||||
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
|
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
|
||||||
@@ -312,8 +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 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
|
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
|
||||||
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
|
(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
|
- CI cache: `.gitea/workflows/build.yml` caches `/usr/local/bin/godot` and the
|
||||||
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
|
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.
|
Logs live in `.gitea/logs/` after each run.
|
||||||
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
|
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
|
||||||
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
|
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
|
||||||
@@ -374,9 +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).
|
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
|
||||||
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
|
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
|
||||||
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
- 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.
|
- Access loadout is implemented; 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.
|
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
|
||||||
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
|
- 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).
|
- 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
|
- 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
|
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
|
||||||
@@ -391,23 +656,23 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
|
|
||||||
## Open Questions
|
## Open Questions
|
||||||
|
|
||||||
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
|
|
||||||
perceptual metrics cannot decide whether a screenshot's composition is correct.
|
|
||||||
- Whether the responder avatar should be playable/controllable or purely scripted.
|
- Whether the responder avatar should be playable/controllable or purely scripted.
|
||||||
- Localization target languages beyond English.
|
- Localization target languages beyond English.
|
||||||
- macOS notarization approach for broad distribution.
|
- 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
|
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
|
||||||
`assets/textures/ai/game_ready/`, screenshots refreshed.
|
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
|
||||||
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
|
the realism follow-ups and optional future ideas. The project uses a custom headless runner, not
|
||||||
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
|
GUT, and Gitea Actions, not GitHub Actions.
|
||||||
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.
|
|
||||||
|
|
||||||
<!-- b64: RWFzdGVyIGVnZzogYSByYXJlIHJhZGlvIHRyYW5zbWlzc2lvbiAiwr9Ew7NuZGUgZXN0w6EgbGEgbW90YT8iIGZpcmVzIHZpYSBHYW1lTWFuYWdlci5fbWF5YmVfcmFkaW9fZWFzdGVyX2VnZyAoMi41JSBjaGFuY2UgYWZ0ZXIgYSBzdWNjZXNzZnVsIHJhZGlvIGNhbGwpLiBTdHJpbmcga2V5IHJhZGlvLmVhc3Rlcl9lZ2cgaW4gY29udGVudC9zdHJpbmdzLmVuLmpzb24uIERvIG5vdCByZW1vdmUu -->
|
<!-- 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.
|
||||||
@@ -1,612 +1,187 @@
|
|||||||
# Game Plan: Step Line
|
# Game Plan: Gig Line
|
||||||
|
|
||||||
## Premise
|
## Premise
|
||||||
|
|
||||||
You play a private security guard stationed at the top of the steps outside a fictional building on Hollywood Boulevard. Your job is to keep the entrance and steps clear while dealing with tourists, trespassers, performers, protesters, intoxicated pedestrians, and occasional determined intruders.
|
You are a private security guard working the entrance of a fictional Hollywood Boulevard building. You keep the steps and doors clear, check who is allowed in, and deal with tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in mental-health crisis, and rare determined threats.
|
||||||
|
|
||||||
The game is about **judgment, communication, and escalation management**, not simply attacking anyone who approaches.
|
The game is about **judgment, communication, access verification, and proportionate escalation**, not about attacking everyone who approaches.
|
||||||
|
|
||||||
---
|
## Design Pillars
|
||||||
|
|
||||||
|
- **Lowest effective response wins.** Observation, a gesture, or a clear direction should solve most situations.
|
||||||
|
- **People are not labels.** Clothes, props, credentials, and behavior tell the player what they need; internal NPC types stay in the debug overlay.
|
||||||
|
- **Every decision has a record.** Incidents, evidence, radio reports, and outcomes feed the shift review.
|
||||||
|
- **Emergency help is a last resort.** Responders handle crises the guard cannot safely manage; calling them has costs.
|
||||||
|
- **Readability beats raw fidelity.** The GL Compatibility renderer, clear silhouettes, the focus ring, and the HUD stay legible.
|
||||||
|
|
||||||
## Core Gameplay Loop
|
## Core Gameplay Loop
|
||||||
|
|
||||||
1. Watch the stairs, entrance, and sidewalk.
|
1. Watch the entrance, steps, queue, and sidewalk.
|
||||||
2. Identify why each person is approaching.
|
2. Work out why each person is approaching.
|
||||||
3. Give verbal warnings and directions.
|
3. Use a gesture or short direction before escalating.
|
||||||
4. Escalate only when necessary.
|
4. Verify authorized access when the venue requires it.
|
||||||
5. Call for assistance in rare dangerous situations.
|
5. Escalate only when the person refuses, forces entry, or presents a genuine threat.
|
||||||
6. Maintain public safety, building security, and your employer’s reputation.
|
6. Record the incident and call for help when it is justified.
|
||||||
|
7. Review the shift: safety, judgment, accuracy, crowd reaction, and reputation.
|
||||||
|
|
||||||
People should not all behave the same way. Some are confused, some are rude, some are filming, and a very small number are deliberately attempting to enter.
|
A shift lasts roughly 10–15 minutes. Most people comply when approached calmly.
|
||||||
|
|
||||||
## Authorized Access
|
## Access and Verification
|
||||||
|
|
||||||
Some people are authorized to enter the building. The security guard must verify them before granting access.
|
Some people are authorized to enter. The guard may admit them by:
|
||||||
|
|
||||||
An authorized person can be admitted if either:
|
- recognizing a person the guard already knows; or
|
||||||
|
- verifying a venue-appropriate artifact: wristband, ID, ticket, credential, or guest list.
|
||||||
|
|
||||||
- The guard already knows and recognizes them.
|
Artifacts can be valid, expired, counterfeit, mismatched, missing, or ambiguous. The player inspects the details the venue asks for instead of judging by appearance.
|
||||||
- The person presents a valid event or staff wristband, which the guard checks before opening the entrance.
|
|
||||||
|
|
||||||
The wristband check should require the player to inspect details such as its color, pattern, date, or event marking. NPCs may have valid wristbands, expired wristbands, counterfeit wristbands, or no wristband at all.
|
Decisions are admit, redirect, hold, or refuse. Incorrectly denying an authorized person hurts reputation; admitting an unauthorized person is a security failure. Recognition is a player decision and is recorded as evidence.
|
||||||
|
|
||||||
The player should avoid relying on appearance or assumptions. A familiar person may still need verification if the building’s current policy requires it, while an unfamiliar person with a valid wristband may be admitted after a successful check. Incorrectly denying an authorized person harms the building’s reputation; admitting someone without authorization creates a security failure.
|
## Escalation Model
|
||||||
|
|
||||||
---
|
| Level | Player response | Intent |
|
||||||
|
| --- | --- | --- |
|
||||||
|
| 0 | Observation | Watch harmless behavior; intervene only when needed. |
|
||||||
|
| 1 | Simple deterrence / polite direction | Raise a hand, make eye contact, point to the sidewalk or check-in area, shake the head, give a short instruction. |
|
||||||
|
| 2 | Formal warning | State the rule and ask for compliance; optionally arm the body camera. |
|
||||||
|
| 3 | Blocking and positioning | Stand between the person and the door, secure the entrance, keep distance and an escape route, ask for their reason. |
|
||||||
|
| 4 | Radio for security assistance | Request a second guard, supervisor, building management, or other support. |
|
||||||
|
| 5 | Emergency response | Hold and confirm the emergency call only for an immediate threat such as a weapon, assault, forced entry, or serious threat to occupants. |
|
||||||
|
|
||||||
## Escalation System
|
At Level 2 an NPC may leave, argue, pretend not to understand, record the guard, call someone, or move closer. At Level 3 the goal is to deny access **without starting a fight**. Physical contact creates legal, employment, and public-relations consequences.
|
||||||
|
|
||||||
## Level 0: Observation
|
At Level 4 the report matters: location, description, behavior, weapons seen, and immediate danger. Exaggerated reports damage credibility. At Level 5 the call may evacuate the building, close the street, trigger a review, cost reputation, or open an investigation if unjustified. Responders may command, restrain, evacuate, or arrest; they are not a routine stronger attack.
|
||||||
|
|
||||||
The guard watches NPC behavior and decides whether intervention is needed.
|
|
||||||
|
|
||||||
Examples:
|
|
||||||
|
|
||||||
- Someone taking a photograph from the sidewalk
|
|
||||||
- A tourist reading a map
|
|
||||||
- A person sitting briefly on the edge of the steps
|
|
||||||
- Someone approaching the entrance with a delivery package
|
|
||||||
|
|
||||||
The player should avoid interrupting harmless behavior. Unnecessary confrontations reduce the guard’s performance rating.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Level 1: Simple Deterrence and Polite Direction
|
|
||||||
|
|
||||||
The player can begin with a simple, nonverbal deterrent before speaking. These actions are quick and low-pressure, making them useful when someone is only approaching the steps casually or appears unsure.
|
|
||||||
|
|
||||||
Possible actions include:
|
|
||||||
|
|
||||||
- Raise an open hand to signal “stop” or “please wait”
|
|
||||||
- Make eye contact
|
|
||||||
- Point toward the public sidewalk
|
|
||||||
- Gesture toward the wristband-check area
|
|
||||||
- Shake the head gently when someone approaches a restricted entrance
|
|
||||||
|
|
||||||
If the person continues, the player uses a short verbal prompt.
|
|
||||||
|
|
||||||
Example commands:
|
|
||||||
|
|
||||||
- “Please keep the stairs clear.”
|
|
||||||
- “The entrance is for authorized guests only.”
|
|
||||||
- “You can’t remain here.”
|
|
||||||
- “Please move back to the sidewalk.”
|
|
||||||
|
|
||||||
At this stage, most NPCs comply immediately.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Level 2: Formal Warning
|
|
||||||
|
|
||||||
If the person remains on the steps or continues toward the entrance, the player issues a formal warning.
|
|
||||||
|
|
||||||
Possible dialogue:
|
|
||||||
|
|
||||||
> “This is private property. You have been asked to leave. Please move away from the entrance now.”
|
|
||||||
|
|
||||||
The player may activate a visible security light or body camera. This creates a record of the interaction and can discourage repeat offenders.
|
|
||||||
|
|
||||||
At this level, the NPC may:
|
|
||||||
|
|
||||||
- Leave
|
|
||||||
- Argue
|
|
||||||
- Pretend not to understand
|
|
||||||
- Start recording the guard
|
|
||||||
- Call someone else
|
|
||||||
- Move closer to the door
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Level 3: Blocking and Physical Positioning
|
|
||||||
|
|
||||||
The guard moves into a defensive position between the NPC and the building.
|
|
||||||
|
|
||||||
Gameplay actions:
|
|
||||||
|
|
||||||
- Stand in front of the entrance
|
|
||||||
- Point toward the public sidewalk
|
|
||||||
- Lock or secure the door
|
|
||||||
- Request the person’s reason for entry
|
|
||||||
- Keep distance while maintaining a clear escape route
|
|
||||||
- Use a flashlight or radio warning tone at night
|
|
||||||
|
|
||||||
The player should not automatically shove or strike people. Physical contact creates legal, employment, and public-relations consequences.
|
|
||||||
|
|
||||||
This level is about **denying access without creating a fight**.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Level 4: Radio for Security Assistance
|
|
||||||
|
|
||||||
If the person refuses to leave, attempts to force the door, threatens staff, or repeatedly returns, the player uses the radio.
|
|
||||||
|
|
||||||
Possible assistance:
|
|
||||||
|
|
||||||
- A second security guard
|
|
||||||
- Building management
|
|
||||||
- Police dispatch
|
|
||||||
- Nearby security personnel
|
|
||||||
|
|
||||||
The radio call takes time, so the player must continue monitoring the person while waiting. The player can choose what information to report:
|
|
||||||
|
|
||||||
- Location
|
|
||||||
- Description
|
|
||||||
- Behavior
|
|
||||||
- Whether weapons have been seen
|
|
||||||
- Whether anyone is in immediate danger
|
|
||||||
|
|
||||||
Incorrect or exaggerated reports damage the guard’s credibility.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Level 5: Emergency Response
|
|
||||||
|
|
||||||
This is reserved for immediate threats, such as:
|
|
||||||
|
|
||||||
- A person displaying a weapon
|
|
||||||
- An attempted forced entry while people are inside
|
|
||||||
- An assault on the guard or another person
|
|
||||||
- A serious threat against occupants
|
|
||||||
- A violent struggle that cannot be safely disengaged
|
|
||||||
|
|
||||||
The player presses and holds a clearly marked **Emergency Radio** button. A confirmation prompt prevents accidental activation.
|
|
||||||
|
|
||||||
The call brings an off-duty law-enforcement officer or armed emergency responder to the location. This character has greater authority and can control a dangerous situation, but the call has serious consequences:
|
|
||||||
|
|
||||||
- The building may be evacuated
|
|
||||||
- The street may be closed
|
|
||||||
- The guard’s actions are reviewed
|
|
||||||
- The building loses reputation
|
|
||||||
- The player may face an investigation if the call was unjustified
|
|
||||||
- The officer may use force only when the game’s threat assessment supports it
|
|
||||||
|
|
||||||
The officer should not function as a convenient “stronger attack.” Their role is to handle a crisis the player cannot safely manage. In most scenarios, their arrival results in commands, restraint, evacuation, or arrest rather than automatic gunfire.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## NPC Behavior Types
|
## NPC Behavior Types
|
||||||
|
|
||||||
## Tourists
|
- **Tourists:** take photos, sit on steps, drift toward restricted doors; usually respond well to polite directions.
|
||||||
|
- **Street performers:** may block stairs or argue when moved; can be redirected to a permitted area.
|
||||||
- Take photos
|
- **Influencers and filmmakers:** film the guard, test boundaries, and create public-relations risk.
|
||||||
- Sit on steps
|
- **Confused visitors:** may have appointments or genuinely believe the building is public; reward patient explanation.
|
||||||
- Wander toward restricted doors
|
- **Intoxicated pedestrians:** move unpredictably, ignore instructions, and need extra distance or assistance.
|
||||||
- Usually respond well to polite directions
|
- **Trespassers:** test entrances, use distractions, and may return after being told to leave.
|
||||||
|
- **Violent threats:** rare, escalate quickly, and justify emergency response only when behavior shows immediate danger.
|
||||||
## Street Performers
|
- **People in mental-health crisis:** may loiter, behave unpredictably, and respond poorly to aggression; require patience and careful de-escalation. The setting may refer to a 51/50 hold, but the game should present the person respectfully, not as an automatic threat.
|
||||||
|
|
||||||
- May block stairs
|
|
||||||
- May become argumentative if moved
|
|
||||||
- Can be redirected to a permitted area
|
|
||||||
|
|
||||||
## Influencers and Filmmakers
|
|
||||||
|
|
||||||
- Film the guard
|
|
||||||
- Test boundaries for content
|
|
||||||
- May accuse the guard of overreacting
|
|
||||||
- Create public-relations risk
|
|
||||||
|
|
||||||
## Confused Visitors
|
|
||||||
|
|
||||||
- Have appointments or directions
|
|
||||||
- May genuinely believe the building is public
|
|
||||||
- Reward patient explanations
|
|
||||||
|
|
||||||
## Intoxicated Pedestrians
|
|
||||||
|
|
||||||
- Move unpredictably
|
|
||||||
- May ignore instructions
|
|
||||||
- Require additional distance and assistance
|
|
||||||
|
|
||||||
## Trespassers
|
|
||||||
|
|
||||||
- Repeatedly test entrances
|
|
||||||
- Use distractions
|
|
||||||
- May return after being told to leave
|
|
||||||
|
|
||||||
## Violent Threats
|
|
||||||
|
|
||||||
- Rare
|
|
||||||
- Escalate quickly
|
|
||||||
- Trigger the emergency response system only when their behavior indicates immediate danger
|
|
||||||
|
|
||||||
## 51/50s
|
|
||||||
|
|
||||||
Crazy Homeless Individuals may be referred to as "51/50s" in the context of the game, indicating a person who may be experiencing a mental health crisis and could pose a potential threat to themselves or others.
|
|
||||||
|
|
||||||
- May loiter near entrances
|
|
||||||
- Can be unpredictable in behavior
|
|
||||||
- Often respond poorly to aggressive confrontation
|
|
||||||
- Require careful de-escalation and patience
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Special Systems
|
## Special Systems
|
||||||
|
|
||||||
## Reputation Meter
|
### Reputation
|
||||||
|
|
||||||
The player is evaluated on:
|
The shift evaluates peaceful resolutions, response time, radio accuracy, unnecessary confrontations, public complaints, property damage, entrance security, and whether assistance was justified. Calling armed help too often scores poorly even when no one is hurt.
|
||||||
|
|
||||||
- Number of incidents resolved peacefully
|
### Evidence and Body Camera
|
||||||
- Response time
|
|
||||||
- Accuracy of radio reports
|
|
||||||
- Number of unnecessary confrontations
|
|
||||||
- Public complaints
|
|
||||||
- Property damage
|
|
||||||
- Whether the entrance remained secure
|
|
||||||
|
|
||||||
A player who calls armed assistance too often should score poorly, even if no one was injured.
|
Interactions are recorded automatically. The body camera is a real state the player can toggle; a formal warning also arms it. The shift review uses the recorded events and evidence to show whether the response was justified.
|
||||||
|
|
||||||
## Evidence and Body Camera
|
### Crowd Reaction
|
||||||
|
|
||||||
Interactions are automatically recorded. After each shift, the player reviews incidents and sees whether their escalation was justified.
|
Nearby pedestrians react to the guard. Calm professionalism attracts little attention; aggression draws a crowd; visible weapons or responders can cause panic. Good de-escalation keeps the boulevard moving.
|
||||||
|
|
||||||
This encourages players to think before acting.
|
### Radio Limits
|
||||||
|
|
||||||
## Public Crowd Reaction
|
The emergency radio has a cooldown, and the call requires a short report. Assistance takes time to arrive, so the guard must keep monitoring the situation.
|
||||||
|
|
||||||
Nearby pedestrians react to the guard’s behavior:
|
|
||||||
|
|
||||||
- Calm professionalism attracts little attention
|
|
||||||
- Aggressive behavior creates a crowd
|
|
||||||
- Visible weapons or emergency responders cause panic
|
|
||||||
- Good de-escalation keeps the boulevard moving normally
|
|
||||||
|
|
||||||
## Limited Radio Battery or Cooldown
|
|
||||||
|
|
||||||
The emergency radio should not be infinitely available. A call has a cooldown and may require the player to give a short report first.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Shift Structure
|
## Shift Structure
|
||||||
|
|
||||||
Each shift lasts 10–15 minutes.
|
- **Early:** harmless tourists, delivery workers, people resting on the steps.
|
||||||
|
- **Midday:** heavier crowds, more entry attempts, more filming.
|
||||||
|
- **Evening:** lower light, more intoxicated pedestrians and aggressive groups.
|
||||||
|
- **Late:** a rare serious incident may test whether the player recognizes a real threat without overreacting to ordinary behavior.
|
||||||
|
|
||||||
### Early Shift
|
## Outcomes
|
||||||
|
|
||||||
Mostly harmless tourists, delivery workers, and people sitting on the stairs.
|
A successful shift keeps the building secure, resolves most incidents without force, keeps public access clear, makes justified emergency calls, avoids bystander injuries, and follows policy.
|
||||||
|
|
||||||
### Midday
|
A poor shift involves excessive force, confronting innocent people, ignoring a real threat, false reports, allowing unauthorized entry, causing a crowd or panic, or behaving recklessly even if the door stayed locked.
|
||||||
|
|
||||||
Crowds become heavier. More people attempt to enter the building or film interactions.
|
## Venues
|
||||||
|
|
||||||
### Evening
|
### Hollywood Boulevard Building
|
||||||
|
|
||||||
Lighting decreases. Intoxicated pedestrians and aggressive groups become more common.
|
The original scenario: a building entrance with steps, sidewalk, street lamps, and a restricted door. Tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in crisis, and rare violent threats approach from the boulevard.
|
||||||
|
|
||||||
### Late Shift
|
Authorized people are recognized or present a valid wristband. Wristbands vary by color, pattern, date, and event marking, and may be valid, expired, counterfeit, or missing.
|
||||||
|
|
||||||
A rare serious incident may occur, testing whether the player recognizes a genuine threat instead of overreacting to ordinary behavior.
|
### The Joke Shop
|
||||||
|
|
||||||
---
|
A comedy-club entrance. The door person checks IDs, tickets, reservations, guest-list status, and screens guests with a handheld wand under venue policy.
|
||||||
|
|
||||||
## Win and Loss Conditions
|
The wand does **not** identify a weapon automatically. Keys, belts, and phones can trigger false alarms; the player must ask the guest to identify the item and apply procedure. A guest with valid credentials can still require assistance if they threaten staff or patrons.
|
||||||
|
|
||||||
## Successful Shift
|
Typical events:
|
||||||
|
|
||||||
- Building remains secure
|
- a busy weekend show creates a long line;
|
||||||
- Most incidents are resolved without physical force
|
- a performer arrives through the guest entrance;
|
||||||
- Public access remains clear
|
- a guest has a reservation but no ID;
|
||||||
- Emergency calls are justified
|
- a fake or borrowed ID appears;
|
||||||
- No bystanders are injured
|
- a wand alert comes from keys or a belt;
|
||||||
- The player follows company policy
|
- a guest refuses screening but insists on entering;
|
||||||
|
- someone tries to follow an authorized person through the door;
|
||||||
|
- a late audience member arrives during the performance.
|
||||||
|
|
||||||
## Poor Performance
|
Joke Shop escalation follows the common ladder: direction, explanation, repeat request, refusal, manager/security assistance, emergency only for immediate danger.
|
||||||
|
|
||||||
- Excessive use of force
|
### Hollywood Boulevard Late Night TV Studio
|
||||||
- Repeatedly confronting innocent people
|
|
||||||
- Ignoring a real threat
|
|
||||||
- Making false radio reports
|
|
||||||
- Allowing repeated unauthorized entry
|
|
||||||
- Causing a crowd or panic
|
|
||||||
|
|
||||||
A shift can be technically “secure” but still receive a poor rating if the guard behaves recklessly.
|
A busy studio entrance with audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, influencers, and the same range of street behavior as the building scenario.
|
||||||
|
|
||||||
---
|
Staff and guests are recognized or present a wristband, credential, ticket, guest-list confirmation, or other approved marker. The player keeps the steps clear, protects arrivals and equipment, manages filming boundaries, watches for tailgating, and calls for help only when there is immediate danger.
|
||||||
|
|
||||||
## Venues and Scenarios
|
Typical events:
|
||||||
|
|
||||||
The game should support multiple venues, each with its own access rules, crowd patterns, equipment, and escalation procedures. The core gameplay remains the same: observe, verify access, communicate clearly, and use the lowest effective level of escalation.
|
- a crowd gathers for a celebrity arrival;
|
||||||
|
- tourists block the entrance for photographs;
|
||||||
|
- a performer sets up in the audience queue;
|
||||||
|
- an influencer ignores the filming boundary;
|
||||||
|
- a confused visitor believes the studio is open;
|
||||||
|
- an intoxicated pedestrian approaches the stage door;
|
||||||
|
- a trespasser blends into an audience group;
|
||||||
|
- an authorized guest arrives without a wristband;
|
||||||
|
- someone presents a counterfeit credential;
|
||||||
|
- a violent threat appears during a crowded arrival.
|
||||||
|
|
||||||
## The Joke Shop
|
## Presentation and Controls
|
||||||
|
|
||||||
**The Joke Shop** is a comedy club scenario where the player works as a door person at the entrance. The player is responsible for checking identification, confirming that guests are attending the correct show, and screening guests for weapons with a handheld security wand.
|
The game is first-person: WASD and mouse look, a focus cone on nearby people, a billboarded focus circle, `Tab`/mouse-wheel cycling for aim-free selection, and a radial action menu opened with left click or `Space`. `Shift` is precision walk. Gamepad input is supported, and keys/buttons can be remapped in Settings.
|
||||||
|
|
||||||
### Primary Responsibilities
|
The action wheel prioritizes de-escalation: Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio. Emergency stays on `R` and is not a wheel slice. `W` is walk, never the wand; `C` is the optional wand shortcut.
|
||||||
|
|
||||||
- Check each guest’s government-issued ID where required.
|
The visual direction is readable stylized realism:
|
||||||
- Confirm that the guest meets the venue’s age requirement.
|
|
||||||
- Verify that the ID appears valid and belongs to the person presenting it.
|
|
||||||
- Check tickets, reservations, or guest-list status.
|
|
||||||
- Use the handheld wand according to venue policy.
|
|
||||||
- Direct guests through the entrance without blocking the sidewalk.
|
|
||||||
- Refuse entry when a guest has an invalid ID, no valid admission, or a prohibited item.
|
|
||||||
|
|
||||||
### Guest Outcomes
|
- **Blender library:** 8 skinned NPC variants, 18 gear pieces, and 20 street/venue props, with baked albedo/normal/AO/ORM maps, a manifest, and procedural fallbacks. `Rig/Head` stays the focus anchor.
|
||||||
|
- **Realism pass:** AI-assisted per-phase skyline panoramas, v2 surface tiles with normal maps, wet asphalt at night, a warm day haze, phase-specific sun/exposure/fog, a visible flashlight beam, and denser foliage.
|
||||||
|
- **References and QA:** runtime UI art lives in `assets/images/ui/`; reference/art-direction sets live in `docs/screens/designs/` and `docs/screens/concepts/`; captures live in `docs/screenshots/`; realism runs live in `docs/screens/realism/`. `screen_designs.py compare/judge` and `tools/check_screenshots.sh` guard drift.
|
||||||
|
- **Storage convention:** see [ADR-0014](docs/adr/0014-runtime-image-root.md). Never overwrite an existing image; new outputs get a new path or `-vN` suffix.
|
||||||
|
|
||||||
A guest may have:
|
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
|
Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md), [ADR-0009](docs/adr/0009-radial-action-menu.md), [ADR-0010](docs/adr/0010-procedural-npc-presentation.md), [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md), [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md), [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
|
||||||
- A valid ID but no ticket or reservation
|
|
||||||
- An expired, damaged, or questionable ID
|
|
||||||
- An ID that does not match the guest
|
|
||||||
- A prohibited item detected by the wand
|
|
||||||
- A harmless item that causes a false alarm
|
|
||||||
- No ID when identification is required
|
|
||||||
|
|
||||||
The player must make decisions based on the venue’s rules and observable evidence, not on a guest’s appearance or attitude. A calm guest with a valid ID should be admitted efficiently, while an aggressive guest with valid credentials may still require assistance if they threaten staff or other patrons.
|
|
||||||
|
|
||||||
### Joke Shop Escalation
|
|
||||||
|
|
||||||
1. **Nonverbal direction:** Raise a hand, point to the ID-check area, or gesture for the guest to wait.
|
|
||||||
2. **Routine explanation:** Explain the ID, ticket, or wand-check requirement.
|
|
||||||
3. **Repeat request:** Clearly state what is missing or what must happen before entry.
|
|
||||||
4. **Refusal of entry:** Keep the guest outside and direct them away from the entrance.
|
|
||||||
5. **Manager or security assistance:** Call for a supervisor or another staff member when a guest argues, refuses screening, or blocks the line.
|
|
||||||
6. **Emergency response:** Call emergency services only for an immediate threat, such as a weapon, assault, or serious attempt to force entry.
|
|
||||||
|
|
||||||
The handheld wand should not automatically identify an item as a weapon. The player must interpret the alert, ask the guest to identify the item, and follow venue procedure. The goal is to create a believable screening challenge while keeping the emphasis on communication and proportionate responses.
|
|
||||||
|
|
||||||
### Scenario Events
|
|
||||||
|
|
||||||
- A busy weekend comedy show creates a long line.
|
|
||||||
- A performer arrives through the guest entrance and must be recognized or verified.
|
|
||||||
- A guest forgets their ID but appears on the reservation list.
|
|
||||||
- A fake or borrowed ID is presented.
|
|
||||||
- A wand alert comes from keys, a belt buckle, or a phone.
|
|
||||||
- A guest refuses the screening but insists on entering.
|
|
||||||
- A disruptive guest attempts to follow another person through the door.
|
|
||||||
- A late-arriving audience member tries to enter during a performance.
|
|
||||||
|
|
||||||
## Hollywood Boulevard Late Night TV Studio
|
|
||||||
|
|
||||||
This scenario takes place outside a late-night television studio on Hollywood Boulevard. The guard manages the front steps, studio entrance, guest arrivals, deliveries, audience members, and the public crowd gathered around the building.
|
|
||||||
|
|
||||||
The studio encounters all of the NPC types described in the game plan:
|
|
||||||
|
|
||||||
- **Tourists** stopping to take photos or watch arrivals
|
|
||||||
- **Street performers** occupying the steps or performing near the entrance
|
|
||||||
- **Influencers and filmmakers** recording the guard, guests, or celebrity arrivals
|
|
||||||
- **Confused visitors** looking for the wrong entrance or trying to attend a show without understanding the access rules
|
|
||||||
- **Intoxicated pedestrians** approaching the entrance or disrupting the crowd
|
|
||||||
- **Trespassers** testing the doors, trying to follow authorized guests, or returning after being directed away
|
|
||||||
- **Violent threats**, which are rare but require careful recognition and emergency escalation
|
|
||||||
|
|
||||||
The studio also has authorized guests and staff. They must either be recognized by the guard or present a valid wristband, credential, guest-list confirmation, or other approved access marker. The player must check these credentials without holding up the audience line or allowing unauthorized people to enter.
|
|
||||||
|
|
||||||
### Studio Responsibilities
|
|
||||||
|
|
||||||
- Keep the front steps and entrance clear.
|
|
||||||
- Direct tourists and performers away from restricted areas.
|
|
||||||
- Check wristbands, credentials, tickets, or guest-list status.
|
|
||||||
- Admit authorized staff, performers, guests, and audience members.
|
|
||||||
- Manage influencers and filmmakers without unnecessarily obstructing lawful filming.
|
|
||||||
- Protect celebrity arrivals and production equipment from crowding.
|
|
||||||
- Coordinate with studio staff, production assistants, and additional security guards.
|
|
||||||
- Watch for attempts to follow authorized people through the entrance.
|
|
||||||
- Call for emergency assistance only when there is an immediate threat.
|
|
||||||
|
|
||||||
### Studio Scenario Events
|
|
||||||
|
|
||||||
- A crowd gathers to watch a celebrity arrive.
|
|
||||||
- Tourists stop on the steps and block the entrance for photographs.
|
|
||||||
- A street performer sets up in front of the audience queue.
|
|
||||||
- An influencer repeatedly ignores the restricted filming boundary.
|
|
||||||
- A confused visitor believes the studio is open to the public.
|
|
||||||
- An intoxicated pedestrian wanders toward the stage door.
|
|
||||||
- A trespasser tries to blend into an audience group.
|
|
||||||
- An authorized guest arrives without their wristband and must be verified another way.
|
|
||||||
- Someone presents a counterfeit wristband or credential.
|
|
||||||
- A violent threat appears during a crowded arrival, requiring the player to protect the entrance while calling for assistance.
|
|
||||||
|
|
||||||
The scenario should test the player’s ability to distinguish ordinary Hollywood Boulevard activity from a genuine security problem. The best solution is usually a simple gesture, clear direction, or credential check rather than immediate escalation.
|
|
||||||
|
|
||||||
Future venues can reuse this structure while changing the rules, equipment, staff roles, and types of access decisions.
|
|
||||||
|
|
||||||
## Tech Stack
|
## Tech Stack
|
||||||
|
|
||||||
## Engine: Godot 4
|
- **Engine:** Godot 4.7.2, 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
|
`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.
|
||||||
|
|
||||||
Gameplay logic is written in GDScript. It is tightly integrated with the engine, fast to iterate on, and avoids an external build toolchain for the prototype phase.
|
|
||||||
|
|
||||||
## Architecture Mapping
|
|
||||||
|
|
||||||
The venue-driven architecture maps onto Godot as follows:
|
|
||||||
|
|
||||||
- **Nodes and scenes:** Each major system (`ShiftCoordinator`, `NPCController`, `InteractionSystem`, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`, `ShiftReview`) is a Godot node or scene.
|
|
||||||
- **Scenarios as resources:** `VenueScenario` and content such as `NpcProfile`, `Dialogue`, `EventPool`, and `AccessPolicy` are defined as custom Godot `Resource` types so venue content is data-driven and inspectable in the editor.
|
|
||||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D` drive NPC and player movement.
|
|
||||||
- **NPC behavior:** Lightweight custom finite state machines built on the `NPCController` node, with behavior traits coming from `NpcProfile` resources.
|
|
||||||
- **UI:** Godot `Control` nodes and themes for prompts, access inspection, radio reports, dialogue, timers, and the shift review screen.
|
|
||||||
- **Audio:** Godot audio buses and `AudioStreamPlayer` nodes for voices, crowd noise, radio, and environment sound.
|
|
||||||
|
|
||||||
## Content and Data
|
|
||||||
|
|
||||||
- Scenario and entity configuration uses typed Godot `Resource` files (`.tres`), created either in the editor or via scripts.
|
|
||||||
- Localized dialogue and text are stored in JSON files when they need to be editable outside the editor.
|
|
||||||
- Save data and shift results use JSON in Godot's `user://` directory.
|
|
||||||
|
|
||||||
## Testing
|
|
||||||
|
|
||||||
- Unit and scenario tests use a lightweight custom headless runner
|
|
||||||
(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
|
|
||||||
- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
|
|
||||||
|
|
||||||
## Version Control and CI
|
|
||||||
|
|
||||||
- Source is tracked with git.
|
|
||||||
- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
|
|
||||||
Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
|
|
||||||
|
|
||||||
## Planned Commands
|
|
||||||
|
|
||||||
The following commands apply once the Godot project is scaffolded:
|
|
||||||
|
|
||||||
- Open the editor: `godot --editor --path .`
|
|
||||||
- Run the game: `godot --path .`
|
|
||||||
- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
|
|
||||||
|
|
||||||
## Export Targets
|
|
||||||
|
|
||||||
Desktop is the first target: Windows, Linux, and macOS. A Web export now ships as well
|
|
||||||
(non-threaded, static hosting); it is published with each release as a zip.
|
|
||||||
|
|
||||||
## Player Control, Focus, and Action Menu (next pass)
|
|
||||||
|
|
||||||
The prototype already walks and looks in first person, but the control scheme fights itself and targeting is a hairline. This pass replaces that with three things that belong together: solid locomotion, a visible focus on a person, and a round action menu for what to do with them.
|
|
||||||
|
|
||||||
Decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md) locomotion and input layers, [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md) cone focus and focus circle, [ADR-0009](docs/adr/0009-radial-action-menu.md) radial action menu, [ADR-0010](docs/adr/0010-procedural-npc-presentation.md) procedural NPC presentation.
|
|
||||||
|
|
||||||
### What is wrong today
|
|
||||||
|
|
||||||
- `W` is walk-forward in the input map and wand-screening in `GameManager._handle_key`. Walking at someone with a wand venue fires the wand.
|
|
||||||
- `A` / `D` are strafe and also allow/deny during inspection.
|
|
||||||
- `Q` is polite direction and is also bound as `cancel`.
|
|
||||||
- Focus is an 8 m physics ray from the camera. Missing a capsule by a few pixels clears the target. There is no mark in the world that you have someone.
|
|
||||||
- NPC bodies are colored capsules with props. They read as markers, not people.
|
|
||||||
- Actions live on number keys `1`–`6` plus `Q` / `E` / `W` / `R`. That is a cheat-sheet, not a verb you pick while looking at a person.
|
|
||||||
- `Esc` only toggles mouse capture. There is no "I changed my mind" for an action in progress.
|
|
||||||
|
|
||||||
### Movement and look
|
|
||||||
|
|
||||||
Keep first-person WASD + mouse look. Fix the feel and stop stealing those keys.
|
|
||||||
|
|
||||||
- Body yaw from mouse X, head pitch from mouse Y, pitch clamped (already `-80` to `80`).
|
|
||||||
- Move relative to body yaw only (already). Add short acceleration / deceleration so starts and stops are not instant.
|
|
||||||
- Gravity only when `not is_on_floor()`; `floor_snap_length` so the steps work.
|
|
||||||
- Mouse look runs only while `MOUSE_MODE_CAPTURED` and no modal UI is open (radial, inspection, wand, radio, shift review).
|
|
||||||
- Walk speed stays around 3.2 m/s. No sprint, no crouch in this pass.
|
|
||||||
- While the radial is open: freeze look and WASD so `A` / `D` can cycle the menu. Recapture the mouse when the menu closes.
|
|
||||||
- `Esc` with a modal open closes that modal and does nothing else. `Esc` with nothing open keeps the current capture/release toggle.
|
|
||||||
|
|
||||||
Equipment stays on its own keys because it is not about a person: `G` flashlight, `L` door lock, `Tab` cycle nearby people, `V` venue (debug), `F` debug overlay. `R` stays the dedicated emergency radio (hold-to-confirm on the existing panel). Those do not go on the wheel.
|
|
||||||
|
|
||||||
Wand leaves `W`. It is a slice on the wheel (greyed when the venue has no wand) and an optional extra key that is not WASD, suggested `C`.
|
|
||||||
|
|
||||||
### Focus area
|
|
||||||
|
|
||||||
Replace the hairline ray as the primary picker.
|
|
||||||
|
|
||||||
- A **focus cone** in front of the camera: people within about 10 m whose head projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees).
|
|
||||||
- If several heads sit in the circle, pick the one closest to the center, then the nearer one if tied.
|
|
||||||
- The person must be in front (dot with camera forward > 0) and not fully occluded by the building. A short ray to the head is enough for occlusion.
|
|
||||||
- `Tab` still cycles people inside 12 m as the aim-free path. Cycling sets the same focused person the cone would.
|
|
||||||
- Clearing: look away until the head leaves the circle for a few frames (small grace so a bob does not drop them), or they walk out of range.
|
|
||||||
|
|
||||||
### Focus circle
|
|
||||||
|
|
||||||
When a person is in focus, draw a blue, semi-transparent circle in front of their face.
|
|
||||||
|
|
||||||
- Attach to the avatar `Head` node, just in front of the face, billboarded to the camera so it stays a circle on screen.
|
|
||||||
- Slow spin is fine; no ping-pong scale spam.
|
|
||||||
- Idle focus: blue, semi-transparent, modest size. Radial open on that person: brighter, slightly larger.
|
|
||||||
- Optional small name under the circle (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
|
|
||||||
- One circle at a time. Everyone else has none.
|
|
||||||
|
|
||||||
Implementation sketch: a thin unshaded `MeshInstance3D` circle (flat disc) in front of the face on the avatar, toggled from `GuardController` / `GameManager` when focus changes. Screen-space fallback (unproject head, draw a `Control` circle) is acceptable if the 3D circle z-fights on hats.
|
|
||||||
|
|
||||||
### Round action HUD
|
|
||||||
|
|
||||||
A doughnut / pie menu centered on the screen, opened on the focused person.
|
|
||||||
|
|
||||||
**Open**
|
|
||||||
|
|
||||||
- Left mouse button, or `Space`, while someone is in focus and no other modal is open.
|
|
||||||
- If nobody is in focus, log the existing "aim first" line and do not open.
|
|
||||||
- The click that opens the menu must not also pick a slice.
|
|
||||||
|
|
||||||
**While open**
|
|
||||||
|
|
||||||
- Mouse becomes visible. Look and walk freeze.
|
|
||||||
- Center of the doughnut shows the focused person's `display_name`.
|
|
||||||
- Slices, clockwise from the top, de-escalation first:
|
|
||||||
1. Raise hand (stop / wait)
|
|
||||||
2. Point away
|
|
||||||
3. Head shake
|
|
||||||
4. Polite direction (old `Q`)
|
|
||||||
5. Inspect access (old `E`)
|
|
||||||
6. Wand (grey if the venue has no wand)
|
|
||||||
7. Formal warning
|
|
||||||
8. Block
|
|
||||||
9. Radio assist
|
|
||||||
- Emergency is **not** on the wheel (`R` only).
|
|
||||||
- Highlight follows the mouse angle when the cursor is over the ring. `Left` / `Right` or `A` / `D` step the highlight. Wrap around.
|
|
||||||
|
|
||||||
**Confirm**
|
|
||||||
|
|
||||||
- Click a slice: that action runs, menu closes, mouse recaptured.
|
|
||||||
- `Space` while a slice is highlighted: same.
|
|
||||||
- Inspect or wand: close the wheel, then open the existing inspect / wand panel. Allow / deny on that panel stay `A` / `D` (walk is frozen only while the wheel is up; once the inspect panel is open, WASD can move again, so allow/deny on `A` / `D` remains a press handler and must ignore repeats / echo, which it already does). Safer: keep walk frozen for inspect/wand too, until the panel closes. Prefer freeze until the whole interaction ends.
|
|
||||||
- Radio assist: close the wheel, open the existing radio panel.
|
|
||||||
|
|
||||||
**Cancel**
|
|
||||||
|
|
||||||
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
|
||||||
- Focus and the focus circle stay as they were.
|
|
||||||
|
|
||||||
Number keys `1`–`6` may remain as shortcuts that skip the wheel so a smoke-test script still works. They must not fire while the wheel is open (the wheel owns `A` / `D` / `Space`). Document both in the README.
|
|
||||||
|
|
||||||
### NPC display
|
|
||||||
|
|
||||||
Stay on the procedural capsule rig (no Mixamo / GLB dependency this pass). Make them read as people at conversation distance.
|
|
||||||
|
|
||||||
- Neck between torso and head; shoes; simple hair cap (color from seed); two dark eye spheres on the face so a head has a front.
|
|
||||||
- Keep archetype props (camera, box, hat, sign, bag). Keep height / brightness variation from the visual seed.
|
|
||||||
- Collision capsule matches the scaled height so the focus ray / cone hits the body you see.
|
|
||||||
- `Head` stays a named node other systems can find (`get_node("Rig/Head")`) for the ring and the cone.
|
|
||||||
- Walk bob and the "look at the guard when noticed" cue stay.
|
|
||||||
- Do not put the internal type name (`Trespasser`, `Violent Threat`) on the body. The player should judge from clothes, props, and behavior. The debug overlay (`F`) can still print the type.
|
|
||||||
|
|
||||||
AI textures in `assets/textures/ai/` stay out of this pass unless a specific map (shirt, hair) is already the right size.
|
|
||||||
|
|
||||||
### Input map (target)
|
|
||||||
|
|
||||||
| Action | Bind |
|
|
||||||
| --- | --- |
|
|
||||||
| Walk | WASD / arrows (arrows **do not** walk while the wheel is open; they step the highlight) |
|
|
||||||
| Look | Mouse, captured |
|
|
||||||
| Open / confirm action menu | LMB, `Space` |
|
|
||||||
| Cancel menu | RMB, `Esc` |
|
|
||||||
| Step highlight | `A` / `D`, left / right arrows |
|
|
||||||
| Emergency radio | `R` |
|
|
||||||
| Flashlight | `G` |
|
|
||||||
| Door lock | `L` |
|
|
||||||
| Cycle nearby people | `Tab` |
|
|
||||||
| Wand shortcut | `C` (not `W`) |
|
|
||||||
| Inspect shortcut | `E` still allowed when the wheel is closed |
|
|
||||||
|
|
||||||
### Files this pass is expected to touch
|
|
||||||
|
|
||||||
- `src/game/guard_controller.gd` — cone focus, no look while modal, accel, floor snap.
|
|
||||||
- `src/game/npc_avatar.gd` — face / hair / neck, head marker, ring toggle.
|
|
||||||
- `src/game/ui/action_radial.gd` — new Control, `_draw` doughnut, slice pick.
|
|
||||||
- `src/game/ui/hud.gd` — host the radial; stop teaching number-key verbs as the only path.
|
|
||||||
- `src/game/game_manager.gd` — input routing, freeze flags, open/confirm/cancel.
|
|
||||||
- `project.godot` — input map.
|
|
||||||
- `src/core/strings.gd` — controls line, aim-first, no new tone-of-voice.
|
|
||||||
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
|
|
||||||
- README controls table and smoke checklist.
|
|
||||||
|
|
||||||
## Rendering, Models, and Selection (v0.3.0 pass)
|
|
||||||
|
|
||||||
Decisions: [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md) aim-free selection and precision walk, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md) surface materials and generated props.
|
|
||||||
|
|
||||||
The blockout look and the aim-first selection model were the two biggest gaps left by the control pass. This pass closes them without changing the game's rules.
|
|
||||||
|
|
||||||
**Look.** Surfaces get real profiles instead of stock materials: brick is rough and finely tiled, concrete is rougher still, asphalt is smoother and damp-looking, glass is smooth and slightly metallic. The environment gains ACES tonemapping, soft glow, aerial fog and a mild grade, all driven by the same per-phase configuration that already moves the sun and sky. The facade gains framed windows that light up after dark, a stone base course, door trim and handles. Street furniture becomes real geometry: bollards, benches, bins, planters, newspaper boxes and a hydrant, built as `.glb` props by `tools/model_pipeline.py` with a procedural fallback. NPCs get per-role clothing palettes, small role accessories (cap, hood, backpack, sunglasses, lanyard), hands, shoes, and an arm/leg walk swing. The rule stays: the player judges people from clothes, props and behaviour, never from an archetype label.
|
|
||||||
|
|
||||||
**Models.** Prop meshes are deterministic primitives, so the build works offline. An image model can supply the per-prop colour palette from a concept sheet; that is the only AI influence on geometry, and it is optional. Colours are converted from sRGB to linear before they reach glTF, because glTF factors are linear.
|
|
||||||
|
|
||||||
**Selection.** The focus cone ranks heads by angle from the crosshair then distance. `Tab` and the mouse wheel cycle nearby people nearest-first and pin the choice, so aim-free play works. Right click clears focus and briefly suppresses re-acquisition. Holding `Shift` walks at half speed for close work at the door. Escape keeps its single meaning (close the top panel, otherwise pause).
|
|
||||||
|
|
||||||
## Design Direction
|
## Design Direction
|
||||||
|
|
||||||
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
|
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
|
||||||
|
|
||||||
A useful guiding rule:
|
|
||||||
|
|
||||||
> **The player wins by choosing the lowest level of escalation that keeps everyone safe.**
|
> **The player wins by choosing the lowest level of escalation that keeps everyone safe.**
|
||||||
|
|
||||||
|
## Future Ideas
|
||||||
|
|
||||||
|
- A rare Bob Dobbs cameo (Easter-egg appearance; placement note in `MEMORY.md`).
|
||||||
|
- Specific unusual NPC behaviors, such as slapping their own face, using hands as scissors, or interacting with props unexpectedly.
|
||||||
|
- Live 3D body-camera replay; additional venues or seasonal events; real voice/dialogue audio; an image-to-mesh prop pipeline.
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
# Step Line
|
# Gig Line
|
||||||
|
|
||||||
Step Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
|
Gig Line is a workplace security simulation about observation, communication, access verification, and proportionate escalation. The player works security at public-facing venues around Hollywood Boulevard, managing stairs, entrances, crowds, guests, staff, and occasional serious threats.
|
||||||
|
|
||||||
The central design goal is simple:
|
The central design goal is simple:
|
||||||
|
|
||||||
@@ -13,437 +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
|
## ⬇️ Downloads
|
||||||
|
|
||||||
| Platform | Package |
|
| Platform | Package |
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| **Windows — installer** | [`step-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
|
| **Windows — installer** | [`gig-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 |
|
| **Windows — portable** | [`gig-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 — AppImage** | [`gig-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 |
|
| **Linux — portable** | [`gig-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 |
|
| **macOS** | [`gig-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
||||||
| **Web (browser)** | [`step-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
|
| **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>
|
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||||
|
|
||||||
> Downloads are public (no sign-in required) since the host's instance-wide
|
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||||
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||||
>
|
>
|
||||||
> **Latest: v0.3.2** — every screen in the design catalogue now has an AI reference mockup.
|
> **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
|
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||||
> (NSIS + appimagetool) and uploads with the portable binaries.
|
> (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
|
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
||||||
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
|
> `xattr -dr com.apple.quarantine gig-line-macos.zip`. Build instructions and
|
||||||
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
|
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
|
||||||
|
|
||||||
If you are here to develop or test locally instead of downloading, jump to
|
If you are here to develop or test locally instead of downloading, jump to
|
||||||
[Run and Test](#run-and-test) below.
|
[Setup and Run](#setup-and-run) below.
|
||||||
|
|
||||||
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4.3 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
|
||||||
|
|
||||||
## Game Overview
|
## Game Overview
|
||||||
|
|
||||||
A typical shift lasts 10–15 minutes. The player:
|
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
|
||||||
|
each person is approaching, verify access with recognition, wristbands, IDs,
|
||||||
1. Watches the entrance, steps, queue, and surrounding sidewalk.
|
tickets or credentials, and escalate only when necessary. The game rewards calm
|
||||||
2. Determines why each person is approaching.
|
resolution over force. The full mechanics — the three venues, the six-level
|
||||||
3. Uses simple gestures or polite directions first.
|
escalation model, and the core systems — are in
|
||||||
4. Verifies authorized access using recognition, wristbands, credentials, tickets, or guest lists.
|
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
|
||||||
5. Escalates only when a person refuses directions, attempts unauthorized entry, or presents a genuine threat.
|
[`PLAN.md`](PLAN.md).
|
||||||
6. Records the incident through body-camera and radio systems.
|
|
||||||
7. Finishes the shift with a performance review based on safety, judgment, and professionalism.
|
|
||||||
|
|
||||||
The game rewards calm resolutions rather than aggressive behavior. Emergency assistance and armed responders are rare last-resort systems with meaningful consequences.
|
|
||||||
|
|
||||||
## Planned Venues
|
|
||||||
|
|
||||||
### Hollywood Boulevard Building
|
|
||||||
|
|
||||||
The original scenario places the guard at the top of the steps outside a fictional building. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
|
|
||||||
|
|
||||||
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
|
|
||||||
|
|
||||||
### The Joke Shop
|
|
||||||
|
|
||||||
The Joke Shop is a comedy-club scenario. The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
|
|
||||||
|
|
||||||
### Hollywood Boulevard Late Night TV Studio
|
|
||||||
|
|
||||||
This scenario combines the previously defined NPC types with a busy television-studio entrance. The player manages audience members, production staff, performers, guests, deliveries, celebrity arrivals, tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats.
|
|
||||||
|
|
||||||
The studio uses wristbands, credentials, tickets, guest-list confirmation, and personal recognition to authorize entry. Crowd control, filming boundaries, following authorized guests through the door, and counterfeit credentials are key events.
|
|
||||||
|
|
||||||
## Escalation Model
|
|
||||||
|
|
||||||
The common escalation model has six levels:
|
|
||||||
|
|
||||||
0. **Observation** — Decide whether intervention is necessary.
|
|
||||||
1. **Simple deterrence and polite direction** — Raise an open hand, make eye contact, point toward the sidewalk or check-in area, shake the head, or give a short instruction.
|
|
||||||
2. **Formal warning** — Clearly explain the rule and request compliance.
|
|
||||||
3. **Blocking and physical positioning** — Secure the entrance, maintain distance, preserve an escape route, and deny access without starting a fight.
|
|
||||||
4. **Radio for security assistance** — Request a supervisor, second guard, building management, or other appropriate support.
|
|
||||||
5. **Emergency response** — Hold the emergency-radio button and confirm only when there is an immediate threat, such as a weapon, assault, forced entry, or serious threat to occupants.
|
|
||||||
|
|
||||||
An off-duty law-enforcement officer or armed emergency responder may arrive during a valid emergency. This character is not intended to be a routine stronger attack. Their role is crisis control, evacuation, restraint, arrest, or other appropriate intervention, with force governed by the situation and meaningful consequences for unjustified calls.
|
|
||||||
|
|
||||||
## Core Systems
|
|
||||||
|
|
||||||
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach.
|
|
||||||
- **Access verification:** Recognition, wristbands, IDs, tickets, credentials, and guest lists determine who may enter.
|
|
||||||
- **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
|
|
||||||
- **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
|
|
||||||
- **Escalation:** The player chooses the lowest effective response.
|
|
||||||
- **Radio assistance:** Calls require useful information and may take time to arrive.
|
|
||||||
- **Evidence:** Body-camera records support shift review and accountability.
|
|
||||||
- **Crowd reaction:** Aggressive behavior, visible weapons, and emergency response can create panic or attract a crowd.
|
|
||||||
- **Reputation:** Peaceful resolutions, accurate reports, low property damage, and justified calls improve performance; unnecessary confrontations and false reports reduce it.
|
|
||||||
- **Shift review:** The player receives feedback on access decisions, escalation choices, public complaints, injuries, and security outcomes.
|
|
||||||
|
|
||||||
## Architecture Overview
|
|
||||||
|
|
||||||
The planned solution uses a venue-driven simulation architecture. Venue configuration supplies rules, access types, NPC pools, equipment, events, and escalation policies. Shared simulation systems provide movement, perception, interactions, dialogue, access verification, escalation, radio calls, crowds, reputation, evidence, and shift review.
|
|
||||||
|
|
||||||
```text
|
|
||||||
Venue Scenario / Rules
|
|
||||||
|
|
|
||||||
v
|
|
||||||
Shift Coordinator -----> Event Scheduler
|
|
||||||
| |
|
|
||||||
v v
|
|
||||||
NPC Simulation <---------- Interaction System
|
|
||||||
| |
|
|
||||||
v v
|
|
||||||
Access Verification ----> Escalation / Response
|
|
||||||
| |
|
|
||||||
+-------------> Reputation / Evidence
|
|
||||||
|
|
|
||||||
v
|
|
||||||
Shift Review
|
|
||||||
```
|
|
||||||
|
|
||||||
The architecture maps onto Godot 4 nodes, scenes, and custom resources as described in [Tech Stack](#tech-stack). See the full arc42-style outline in [`docs/architecture.md`](docs/architecture.md) and the decisions in [`docs/adr/`](docs/adr/).
|
|
||||||
|
|
||||||
## Tech Stack
|
|
||||||
|
|
||||||
- **Engine:** Godot Engine 4.x
|
|
||||||
- **Language:** GDScript
|
|
||||||
- **Architecture:** Venue-driven simulation using nodes, scenes, and custom `Resource`-based scenario data
|
|
||||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
|
|
||||||
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
|
|
||||||
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
|
|
||||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; street-furniture models in `assets/models/generated/` build from `tools/model_pipeline.py`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
|
||||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. `tools/model_pipeline.py` builds and audits the prop `.glb` models.
|
|
||||||
- **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.
|
|
||||||
|
|
||||||
### Prop models
|
|
||||||
|
|
||||||
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
|
|
||||||
is real 3D geometry generated by `tools/model_pipeline.py` and written to
|
|
||||||
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
|
|
||||||
`WorldBuilder` instantiates it with a procedural fallback when the model or its
|
|
||||||
import is missing, so the world still builds on a fresh checkout.
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Print the catalogue (parts, triangle count, whether a model/concept exists)
|
|
||||||
python3 tools/model_pipeline.py list
|
|
||||||
|
|
||||||
# Rebuild the models (deterministic, offline) and validate them
|
|
||||||
python3 tools/model_pipeline.py build
|
|
||||||
python3 tools/model_pipeline.py audit
|
|
||||||
|
|
||||||
# Optional: an image model supplies the colour palette per prop
|
|
||||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
|
||||||
python3 tools/model_pipeline.py concept
|
|
||||||
python3 tools/model_pipeline.py concept --only bench --force
|
|
||||||
```
|
|
||||||
|
|
||||||
Each prop is a small list of boxes and cylinders, so `build` needs no network and
|
|
||||||
the output is byte-identical between runs. `concept` asks an image model for a
|
|
||||||
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
|
|
||||||
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
|
|
||||||
stone, green → foliage). glTF stores colours in linear space, so the tool converts
|
|
||||||
the sRGB palettes before writing them. Re-run `build` and `godot --headless
|
|
||||||
--path . --import` after changing a prop. See
|
|
||||||
[ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md).
|
|
||||||
|
|
||||||
Surface materials share one definition in `src/game/materials.gd`: named
|
|
||||||
roughness/metallic profiles per surface, plus the environment tune-up (ACES
|
|
||||||
tonemapping, glow, fog, colour grading) that the phase lighting applies.
|
|
||||||
|
|
||||||
### Screen design references
|
|
||||||
|
|
||||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
|
||||||
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
|
|
||||||
`architecture.md`) into reference images under `docs/screens/designs/`, then uses
|
|
||||||
those images as the expected state to check the game's captures.
|
|
||||||
|
|
||||||
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
|
|
||||||
(an in-game panel overlaid on a softened scene), and the generator appends a
|
|
||||||
shared art-direction suffix so the frames read as one coherent game. Requests use
|
|
||||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Export the built-in scenarios to editor-authorable .tres resources
|
|
||||||
godot --headless --path . --script res://tools/export_venues.gd
|
|
||||||
|
|
||||||
# List the catalogue (name, kind, whether a reference design exists)
|
|
||||||
python3 tools/screen_designs.py list
|
|
||||||
|
|
||||||
# Deterministic wireframes (offline, no API key); existing designs are kept
|
|
||||||
# unless --force is passed, so an offline run never replaces an AI mockup
|
|
||||||
python3 tools/screen_designs.py generate --draft
|
|
||||||
python3 tools/screen_designs.py generate --draft --only wand --force
|
|
||||||
|
|
||||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
|
||||||
# (requires OPENROUTER_API_KEY)
|
|
||||||
python3 tools/screen_designs.py generate
|
|
||||||
|
|
||||||
# Compare docs/screenshots/*.png against the designs
|
|
||||||
python3 tools/screen_designs.py compare
|
|
||||||
python3 tools/screen_designs.py compare --json
|
|
||||||
|
|
||||||
# Ask a vision model whether each capture realises its design's screen and layout
|
|
||||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
|
||||||
python3 tools/screen_designs.py judge
|
|
||||||
python3 tools/screen_designs.py judge --model openai/gpt-4o-mini --json
|
|
||||||
python3 tools/screen_designs.py judge --only 03- # one capture
|
|
||||||
python3 tools/screen_designs.py judge --dry-run # build requests, no network
|
|
||||||
```
|
|
||||||
|
|
||||||
The catalogue covers 19 screens: the six README captures plus the start menu,
|
|
||||||
pause overlay, settings, shift review, radial menu, emergency radio, wand
|
|
||||||
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
|
|
||||||
body-camera timeline, and the escalation HUD. All 19 have an AI reference in
|
|
||||||
`docs/screens/designs/`; the six screens with staged captures are also compared
|
|
||||||
or judged against the running game.
|
|
||||||
|
|
||||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
|
||||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
|
||||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
|
||||||
composition is *right*.
|
|
||||||
|
|
||||||
`judge` covers that gap: it sends each capture together with its concept mockup to
|
|
||||||
a vision model and asks whether the capture realises the same screen and layout
|
|
||||||
intent. Art style, fidelity, fonts, and placeholder text are explicitly ignored.
|
|
||||||
Verdicts are classed as `match`, `review` (a mismatch below `--fail-confidence`,
|
|
||||||
default 0.6 — expected when a concept mockup is more stylised than the game), or
|
|
||||||
`diff` (a confident mismatch, which exits non-zero). Regenerate the designs after changing screen layout, then re-run
|
|
||||||
`compare` after regenerating the game screenshots with
|
|
||||||
`src/test/capture_screenshots.gd`.
|
|
||||||
|
|
||||||
### Setup
|
|
||||||
|
|
||||||
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
|
||||||
2. Open or run the project from this directory.
|
|
||||||
|
|
||||||
### Run and Test
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Open in the editor
|
|
||||||
godot --editor --path .
|
|
||||||
|
|
||||||
# Run the game
|
|
||||||
godot --path .
|
|
||||||
|
|
||||||
# Headless smoke boot (120 frames then exit)
|
|
||||||
godot --headless --path . --quit-after 120
|
|
||||||
|
|
||||||
# Run all unit tests headlessly (exit code 0 = pass)
|
|
||||||
godot --headless --path . --script res://src/test/test_runner.gd
|
|
||||||
|
|
||||||
# Save a screenshot to user:// (windowed)
|
|
||||||
godot --path . --script res://src/test/take_screenshot.gd
|
|
||||||
|
|
||||||
# Windowed control smoke: focus circle, action wheel, wheel cycling + right-click clear; saves PNGs, exits 1 on failure
|
|
||||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
|
||||||
|
|
||||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
|
||||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
|
||||||
|
|
||||||
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
|
|
||||||
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
|
||||||
|
|
||||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
|
||||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
|
||||||
|
|
||||||
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
|
|
||||||
godot --headless --path . --script res://src/test/smoke_emergency.gd
|
|
||||||
|
|
||||||
# Body-camera timeline smoke: review → timeline → step through → back to review
|
|
||||||
godot --headless --path . --script res://src/test/smoke_timeline.gd
|
|
||||||
|
|
||||||
# Audio smoke: crowd bed follows mood, radio open/close crackle
|
|
||||||
godot --headless --path . --script res://src/test/smoke_audio.gd
|
|
||||||
|
|
||||||
# Scenario-content smoke: wand refusal, celebrity crowd spike
|
|
||||||
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
|
|
||||||
```
|
|
||||||
|
|
||||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
|
||||||
|
|
||||||
### Controls
|
|
||||||
|
|
||||||
| Input | Action |
|
|
||||||
| --- | --- |
|
|
||||||
| W/A/S/D + mouse | Move and look |
|
|
||||||
| Space / left click | Action wheel for the focused person (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio) |
|
|
||||||
| A / D or ←/→ | Step through the action wheel (while it is open) |
|
|
||||||
| Space / left click | Confirm the highlighted action (while the wheel is open) |
|
|
||||||
| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
|
|
||||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
|
||||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
|
||||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
|
||||||
| Q | Polite direction (Level 1) |
|
|
||||||
| 4 | Formal warning (Level 2) |
|
|
||||||
| 5 | Blocking and positioning (Level 3) |
|
|
||||||
| 6 | Security assistance radio (Level 4) |
|
|
||||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
|
||||||
| E | Inspect access artifacts / close inspection |
|
|
||||||
| C | Handheld wand screening (wand venues only) |
|
|
||||||
| A / D | Allow / deny entry during inspection or wand check |
|
|
||||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
|
||||||
| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
|
|
||||||
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
|
|
||||||
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
|
|
||||||
| G | Toggle flashlight (widens NPC perception at night) |
|
|
||||||
| B | Toggle the body camera; a formal warning switches it on automatically |
|
|
||||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
|
||||||
| F | Toggle debug overlay |
|
|
||||||
|
|
||||||
## Architecture
|
## Architecture
|
||||||
|
|
||||||
The full arc42-style architecture documentation lives in [`docs/architecture.md`](docs/architecture.md). It covers goals, constraints, context, solution strategy, building blocks, runtime views, deployment, cross-cutting concepts, quality requirements, risks, a glossary, the CI/CD build pipeline, semantic versioning, and release management.
|
A venue-driven simulation: shared systems (movement, perception, interaction,
|
||||||
|
access verification, escalation, radio, crowd, reputation, evidence, shift
|
||||||
|
review) driven by per-venue scenario data, on Godot 4 + GDScript. The full
|
||||||
|
arc42-style document is [`docs/architecture.md`](docs/architecture.md);
|
||||||
|
decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
|
||||||
|
|
||||||
|
## Tech Stack
|
||||||
|
|
||||||
|
- **Engine:** Godot 4.7.2 · **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
|
## Project Documentation
|
||||||
|
|
||||||
- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
|
- [`PLAN.md`](PLAN.md) — Game design plan and scenario details.
|
||||||
- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
|
- [`AGENTS.md`](AGENTS.md) — Development and collaboration workflow.
|
||||||
- [`TODO.md`](TODO.md) — Active checkbox task list.
|
|
||||||
- [`DONE.md`](DONE.md) — Completed task sections.
|
- [`DONE.md`](DONE.md) — Completed task sections.
|
||||||
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
|
||||||
|
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
|
||||||
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
|
||||||
|
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
|
||||||
|
- [`docs/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.
|
- [`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
|
## Development Status
|
||||||
|
|
||||||
Implemented so far:
|
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
|
||||||
- Godot 4.3 project scaffold, input map, procedural world builder
|
top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See
|
||||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
[`docs/development-status.md`](docs/development-status.md) for the implemented
|
||||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses
|
||||||
- Headless unit tests: **182 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, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material)
|
the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
|
||||||
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
|
|
||||||
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
|
|
||||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
|
|
||||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
|
||||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus circle / name tag
|
|
||||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
|
||||||
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
|
|
||||||
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
|
|
||||||
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
|
|
||||||
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
|
|
||||||
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
|
|
||||||
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
|
|
||||||
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
|
|
||||||
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
|
|
||||||
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
|
|
||||||
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
|
|
||||||
- Editor-ready venues: `tools/export_venues.gd` writes `content/venues/<id>.tres` from `ScenarioFactory`, and the `.tres` files load back with events, profiles, policy, phases, door lines, and locations intact (the factory stays the source of truth)
|
|
||||||
- Localization safety: `Strings.fmt` validates the placeholder count before formatting and fails safe (warns, returns the template) instead of raising an engine error, `Strings.placeholder_count` ignores `%%`, and `Strings.validate()` lints the table for trailing `%`, unsupported conversions, and mixed positional/sequential placeholders
|
|
||||||
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
|
|
||||||
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
|
|
||||||
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
|
|
||||||
- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
|
|
||||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
|
||||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
|
||||||
- Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
|
||||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
|
||||||
|
|
||||||
Not yet implemented: live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
|
||||||
|
|
||||||
### Smoke Test Checklist
|
|
||||||
|
|
||||||
1. `godot --path .` starts the game on the venue menu without script errors.
|
|
||||||
2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
|
|
||||||
3. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
|
||||||
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
|
|
||||||
5. Walking into the steps carries the guard up onto the landing (steps have colliders).
|
|
||||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
|
||||||
7. The `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 blue focus circle in front of the face, the person's name, and the HUD target line.
|
|
||||||
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
|
|
||||||
11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
|
|
||||||
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
|
||||||
13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
|
|
||||||
14. `6` opens the assistance form; submitting shows dispatch feedback.
|
|
||||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
|
||||||
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
|
||||||
17. `F` toggles the debug overlay with NPC states and shift stats.
|
|
||||||
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
|
|
||||||
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
|
|
||||||
20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
|
|
||||||
21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
|
|
||||||
22. `Block` moves the guard between the person and the door.
|
|
||||||
23. The shift review reports the incident count, including interactions left unresolved.
|
|
||||||
24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
|
|
||||||
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
|
|
||||||
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
|
||||||
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
|
||||||
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
|
|
||||||
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
|
|
||||||
30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
|
|
||||||
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
|
|
||||||
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
|
|
||||||
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
|
|
||||||
|
|
||||||
## Development Workflow
|
## Development Workflow
|
||||||
|
|
||||||
|
|||||||
@@ -1,15 +1,358 @@
|
|||||||
# TODO
|
# TODO
|
||||||
|
|
||||||
Godot 4.3 prototype. Latest release **v0.3.2** (mockup set). Headless suite **182/182** plus
|
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
|
||||||
**53** Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and
|
see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
|
||||||
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
|
|
||||||
|
|
||||||
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below.
|
## Gap Analysis and v1.0.0 Roadmap
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
### Documentation audit (completed 2026-11-01)
|
||||||
|
|
||||||
|
- [x] Make `docs/architecture.md` the single architecture source: asset/content pipeline
|
||||||
|
contracts, runtime venue-switch/fallback flows, deployment/version constraints, quality
|
||||||
|
requirements, risk register and documentation ownership map.
|
||||||
|
- [x] Keep command-heavy operational pages separate but subordinate: `docs/asset-tooling.md`,
|
||||||
|
`docs/blender-assets.md`, `docs/getting-started.md`, `docs/RELEASING.md` and
|
||||||
|
`docs/smoke-checklist.md` link to architecture rather than acting as parallel sources.
|
||||||
|
- [x] Remove the obsolete `docs/plan-graphics-v0.6.md` and its links; completed graphics work is
|
||||||
|
represented by ADR-0013, the asset pipeline section and the changelog.
|
||||||
|
- [x] Resolve stale claims: README release version/download row, development status
|
||||||
|
"Forward+ not implemented", and Blender props "not AO-baked".
|
||||||
|
- [x] Record the documentation ownership rule in `docs/architecture.md` §12: design intent
|
||||||
|
(`PLAN.md`), mechanics (`gameplay.md`), system architecture/contracts (`architecture.md`),
|
||||||
|
decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations
|
||||||
|
(tooling/release docs).
|
||||||
|
|
||||||
|
### Gap register (remaining to 1.0)
|
||||||
|
|
||||||
|
| 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 |
|
||||||
|
|
||||||
|
## Patch 0.9.1 — Dialog, button and UI polish
|
||||||
|
|
||||||
|
Goal: make every player-facing screen read consistently and pass the Python
|
||||||
|
screen-design judge before any model/texture changes. No gameplay rules change.
|
||||||
|
|
||||||
|
### Screen and terminology inventory
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
### Button and panel behavior
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
### Visual and judge verification
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
## Patch 0.9.2 — NPC model refinement
|
||||||
|
|
||||||
|
Goal: make the eight character variants and their gear hold up in portraits and
|
||||||
|
normal play without changing the `npc_base`/`Rig/Head` contract.
|
||||||
|
|
||||||
|
### Model and rig audit
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
### Pose and animation polish
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
### Verification
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
## Patch 0.9.3 — Texture and material refinement
|
||||||
|
|
||||||
|
Goal: improve close-range surface and character texture quality while keeping GL
|
||||||
|
Compatibility/Web parity, deterministic assets and offline CI.
|
||||||
|
|
||||||
|
### Environment textures and materials
|
||||||
|
|
||||||
|
- [ ] 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.
|
||||||
|
|
||||||
|
### Character and prop textures
|
||||||
|
|
||||||
|
- [ ] 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)
|
## Future ideas (optional, not scheduled)
|
||||||
|
|
||||||
- [ ] Live 3D body-camera replay (the timeline is text-only today).
|
- [ ] Live 3D body-camera replay (the timeline is text-only today).
|
||||||
- [ ] LOD/culling for NPCs if `MAX_LIVE_NPCS` grows past the measured 16-avatar budget.
|
|
||||||
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
|
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
|
||||||
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
|
- [ ] 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
|
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
|
||||||
|
|||||||
|
After Width: | Height: | Size: 1.1 MiB |
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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After Width: | Height: | Size: 51 KiB |
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After Width: | Height: | Size: 36 KiB |
|
After Width: | Height: | Size: 40 KiB |
|
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|
After Width: | Height: | Size: 38 KiB |