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Author SHA1 Message Date
zwitschi 4bc6390e9f Release 0.9.5 texture and material refinement
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2026-11-02 21:04:48 +01:00
zwitschi fb3da52438 Refine environment surfaces and skyline haze
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2026-11-02 20:38:58 +01:00
zwitschi d7220c1a0a Refine NPC fabric UVs and remove baked AO blotches
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2026-11-02 20:28:25 +01:00
zwitschi 31574b8d82 Raise NPC texture maps to 256
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2026-11-02 20:16:30 +01:00
zwitschi b60f67548d Record the v0.9.4 release build
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2026-11-02 19:58:40 +01:00
zwitschi a57b86cd48 Release 0.9.4 NPC visual optimization
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2026-11-02 19:51:36 +01:00
zwitschi dfe5056303 Round the NPC shoes and responder boots
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2026-11-02 19:38:40 +01:00
zwitschi 58cf12fd1d Move hand gear forward into the palm
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2026-11-02 19:33:42 +01:00
zwitschi 7150bd7673 Verify NPC headgear clearance after the face pass
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2026-11-02 19:30:19 +01:00
zwitschi 12e70357c5 Refine the NPC nose, mouth and ears
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2026-11-02 19:29:19 +01:00
zwitschi 7dc3d3c873 Raise the character mesh budget to 8000
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2026-11-02 19:25:41 +01:00
zwitschi cd5e0e0ff7 Record the NPC vertex-cap constraint
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2026-11-02 19:22:34 +01:00
zwitschi 8ce62e7556 Group the NPC visual changes under Changed
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2026-11-02 19:15:15 +01:00
zwitschi 24c939d388 Rebuild the NPC hands and add a hand capture
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2026-11-02 19:14:55 +01:00
zwitschi 48082c3dfa Taper the NPC torso into the hips
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2026-11-02 19:11:28 +01:00
zwitschi 03c355e7c1 Recess NPC eyes and sculpt the jaw and cheeks
Full build / Import + headless tests (push) Successful in 38s
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2026-11-02 19:08:26 +01:00
zwitschi 15ab8c686d Smooth the NPC neck and shoulder transition
Full build / Import + headless tests (push) Successful in 39s
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2026-11-02 19:03:38 +01:00
zwitschi ab9c67d266 Audit NPC body proportions against a shared guide
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Measure all eight exported characters and record the stylized proportion bands. All variants pass; no skeleton or mesh rescale was needed.
2026-11-02 18:54:52 +01:00
zwitschi 7c1a4bfd69 Refit the tourist backpack and photo prop
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Hide the tourist photo-pose bag outside camera poses, flatten the backpack straps onto the chest, rebuild the gear GLB/AO and publish the before/after NPC sheet.
2026-11-02 18:39:03 +01:00
zwitschi e7ee177c31 Establish the 0.9.4 NPC visual baseline
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Full build / Import + headless tests (push) Successful in 38s
Add a neutral 48-frame character contact sheet, acceptance criteria and ranked baseline gaps, plus repeatable sheet/comparison tooling. No character GLB or runtime mesh changes.
2026-11-02 18:13:57 +01:00
zwitschi c1cd4898e8 Close the 0.9.3 UI polish milestone
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Add deterministic captures 14-21 for the remaining screen-design states, fix the panel/button layout issues they exposed, and record 21/21 compare and judge results. Bump the source to 0.9.3 and move the completed milestone to DONE.md.
2026-11-02 17:57:40 +01:00
Gig Line Dev e805a91ad3 Add end-to-end interaction flow smoke
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- Boot the real scene and verify inspection allow/deny, normal vs emergency radio, Help filtering, wand allow/deny and review return-to-menu.
- Document the flow coverage and smoke command; mark the 0.9.3 end-to-end audit complete.
2026-11-02 16:36:01 +01:00
Gig Line Dev 7315166361 Guard destructive settings and radio actions
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- Route reset campaign and tutorial replay through one reusable confirmation dialog; repeated presses cannot stack or emit twice.
- Keep emergency hold-to-send single-shot and cover the post-submit release.
- Add destructive-action regression checks, strings and documentation.
2026-11-02 16:29:26 +01:00
Gig Line Dev f6aa26e6ca Harden UI layout for font scale and long strings
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- Measure and cap the HUD target chip after each font-scale change; clip HUD top labels.
- Ellipsize long action-button labels so panels cannot grow past the viewport.
- Add accessibility/button layout assertions and refresh the gallery captures.
- Record the font/layout pass in TODO, docs, changelog and memory.
2026-11-02 16:23:46 +01:00
Gig Line Dev 26e6dd6413 Close every top modal through one Esc and right-click path
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- Add Help, Settings, Pause and review to the top-modal close chain so right-click and Esc behave consistently.
- Restore the venue menu after menu Settings and prevent Help from opening Pause behind itself.
- Reopen pause after in-shift Settings apply and recapture the mouse/unfreeze state on close.
- Extend the session smoke for menu Settings, right-click Help and guard unfreeze.
2026-11-02 16:10:50 +01:00
Gig Line Dev 8f65751975 Add wrapping keyboard and gamepad focus rings
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- Link every modal's enabled controls into a wrapping UiFocus ring and give each screen a default focus target.
- Add gamepad A/B bindings for ui_accept/ui_cancel; include Start menu footer actions and Continue in its focus ring.
- Skip hidden/disabled controls, close focus traps via per-modal cancel behavior, and return review to the menu on cancel.
- Record the focus audit and add regression coverage.
2026-11-02 16:05:53 +01:00
Gig Line Dev 9692f262f1 Unify action-button states across the UI
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Full build / Import + headless tests (push) Successful in 39s
- Add UiStyles with explicit normal, hover, pressed, focus and disabled styles and apply it to every action button.
- Disable timeline Previous/Next at the first/last event and keep Close always available.
- Style settings reset-dialog buttons and cover the button-state audit in docs/ui-copy.md.
- Add shared-state and timeline-boundary regression tests.
2026-11-02 15:04:38 +01:00
Gig Line Dev 98c31fe44c Audit and fix NPC, door-staff and UI dialogue
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- Route the Reason verb through authored reason contexts and give every shared archetype an in-character answer.
- Add Hollywood wristband and TV Studio ticket/credential door-staff lines.
- Clarify radio cancellation, Ask terminology, start hints and campaign-reset copy.
- Record the dialogue audit and length findings in docs/ui-copy.md; add regression tests.
2026-11-02 14:44:01 +01:00
Gig Line Dev daf0926d91 Bump source to 0.9.2 and renumber the 0.x roadmap
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- Set project.godot to 0.9.2 and add the matching changelog entry.
- Renumber the postponed work to 0.9.3 UI, 0.9.4 NPC, 0.9.5 textures and 0.9.6 integration, with 0.10.0 as the next minor release candidate.
- Remove the 1.0.0 milestone and post-1.0 planning; plan only 0.x patch/minor increments.
- Synchronize README, PLAN, architecture, status, memory and UI-copy version references.
2026-11-02 14:39:50 +01:00
Gig Line Dev f71a36faa1 Pass the pre-build NPC review gate
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- Add a review harness that stages all eight library characters at portrait, conversation and crowd distance on both maps in day and night.
- Fix the final-context lanyard badge and firefighter helmet fit with runtime attach offsets; the asset-space gear contract is unchanged.
- Record the gate sign-off, refresh the gallery, and move the completed review to DONE.
2026-11-02 14:32:10 +01:00
Gig Line Dev 37f925c7ad Rebuild the Joke Shop as the Sunset Strip block
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- Replace the alley with the 27 m Comedy Store-inspired hall, signature canopy, circular blade sign, red curtain bays, west entrance, low-rise neighbours, dry hillside and opposite frontage.
- Add day/night/across-street concept frames and real-site mapping notes.
- Expose the Joke Shop day stage in the realism captures and refresh the gallery shots.
- Render multiline HUD/wand strings correctly and list carried items in the wand panel.
- Add the Joke Shop layout/budget tests and update docs, roadmap and changelog.
2026-11-02 14:10:07 +01:00
zwitschi 74dc1fdc1d Map 1: rebuild Hollywood as the El Capitan landmark
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Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings.

Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore.

Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
2026-11-02 12:34:48 +01:00
zwitschi 3f335481d6 Prioritize map optimization and gate builds on an NPC revisit
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Move the promoted 0.9.5 map work to the active milestone, postpone UI/NPC
detail/texture/integration/release-candidate work, and add a detailed pre-build
NPC gate that reviews portraits, gear fit, crowd distance and final lighting
before any build or tag.
2026-11-02 11:27:50 +01:00
zwitschi af923b1483 Route UI labels through the string table
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Move start menu, settings, pause, Help, HUD, radio, shift review and campaign
labels/templates into content/strings.en.json, including placeholder-validated
dynamic status text. No player-facing hardcoded labels remain outside dynamic
data/debug output. Headless 250/250, docs check OK.
2026-11-02 11:25:15 +01:00
zwitschi 3a74cedee0 Refresh gallery and record the screen-design judge
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Regenerate the committed screenshot gallery on the current build, run compare
(13 good/0 bad) and the automatic-model judge (13/13 match, 0 diff), and record
the result. Update the 0.9.2 visual checklist items.
2026-11-02 11:18:36 +01:00
zwitschi 844e39246a Standardize button labels and document UI states
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Finish the button-label audit with a surface-by-surface table, clarify Quit
game vs Quit to menu, rename Apply to Apply settings, and use string-table
keys for the new labels. Extend the smoke checklist with UI copy/button checks.
Headless 250/250, docs check OK.
2026-11-02 11:12:29 +01:00
zwitschi 7c48183410 Start the UI copy and button consistency pass
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Add the screen/copy/button inventory and canonical terminology, standardize
inspection/wand admit-refuse hints, name the review action Return to menu, and
move radio action/hold/status labels into the string table. Headless 250/250,
Python 97/97, docs check OK.
2026-11-02 11:10:39 +01:00
zwitschi 64590fe797 Plan the 0.10.0 minor and thorough NPC visual pass
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Renumber the pre-release patches after shipped 0.9.1, promote the next release
candidate to 0.10.0, and expand NPC work into reference/acceptance, proportions,
face/hair, hands/clothing, gear fit, pose/performance and visual verification.
Sync the README status and remaining-gap references.
2026-11-02 10:55:38 +01:00
zwitschi 49bfccc808 Add a docs README and link checker
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Add tools/check_docs.py to require READMEs only in tracked docs directories,
validate local links and verify every tracked image is linked. Gitignored
generated files such as realism runs are exempt. Document the command and add
unit tests. Python 97/97.
2026-11-02 10:52:15 +01:00
zwitschi 7401d4bca0 Do not require READMEs in generated realism folders
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Remove generated README files from docs/screens/realism and update the screens
index to treat realism as a gitignored local QA directory with no README gate.
2026-11-02 10:50:20 +01:00
zwitschi e79a37beba Add documentation folder READMEs and visual previews
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Create an index README in docs/ and every tracked docs subfolder, with relative
image galleries for Blender previews, screen designs, screenshots and concepts.
Generated realism-run READMEs were also created on disk but remain gitignored.
Validate all Markdown/image links.
2026-11-02 10:49:42 +01:00
zwitschi fbd2ab2cb3 Disable unreliable Gitea Godot cache steps
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Gitea cache restores were inconsistent and cache saves timed out or were
rejected as reserved by another job. Remove the cache steps and keep direct
4.7.2 downloads; document the evaluation and when to retry. The workflow is
otherwise clean (no .github/ci.yml exists).
2026-11-02 09:51:59 +01:00
zwitschi 9b8f513f9f Trim the Godot template cache and separate CI cache keys
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Cache only Linux/Windows/macOS/Web release templates instead of the full 1.2 GB
archive, and use distinct binary cache keys for the checks and build jobs so
concurrent runs do not fight over the same cache entry.
2026-11-02 09:48:05 +01:00
zwitschi ad12fdad7e Bump to 0.9.1 and record the toolchain update
Full build / Import + headless tests (push) Successful in 2m23s
Full build / Full desktop build + optional release (push) Successful in 9m44s
2026-11-02 09:28:13 +01:00
zwitschi 87612f2057 Unify the Godot 4.7.2 CI environment and cache it
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Update project features and CI installs/templates to Godot 4.7.2, remove the
old version matrix, and cache the Godot binary and export templates with Gitea
Actions cache. Update release/docs/version references accordingly. Project
import and headless tests pass locally under 4.7.2.
2026-11-02 09:25:08 +01:00
zwitschi ffd98daf08 Plan the pre-RC patch levels
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Add detailed 0.9.1 UI/dialog/button polish, 0.9.2 NPC model refinement,
0.9.3 texture/material refinement and 0.9.4 integration/performance/judge
workstreams before the 0.9.5 release candidate. Update the remaining-gap table,
baseline to v0.9.0 and README development status.
2026-11-02 09:16:33 +01:00
zwitschi f811e6054d Expand the 0.9.5 release-candidate checklist
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Replace the remaining-gap table with v0.9.0 baselines and break the release
candidate into detailed workstreams for content lock/playtests, balance,
save migration, release engineering, legal/credits, documentation/visual
sign-off and final QA. Sync the README development status to v0.9.0.
2026-11-02 08:54:39 +01:00
zwitschi 9d37e0a1c5 Bump the project version to 0.9.0
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2026-11-01 21:48:03 +01:00
zwitschi 883626a067 Ship the 0.9.0 production-quality milestone
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Full build / Full desktop build + optional release (push) Canceled after 4m58s
Add mixer/accessibility settings, caption/reduce-motion hooks, audio volume
clamping, a 24-NPC performance smoke and shortened coat/dress stride for hem
clipping. Record the explicit Godot 4.3-CI/4.7-local matrix and the 0.9
production scope. Headless 250/250, Python 94/94, 24-NPC budget smoke passes.
2026-11-01 21:46:42 +01:00
zwitschi b5d4d5fb87 Plan detailed 0.9.0 production-quality steps
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Expand the next milestone into animation, audio, localization, accessibility,
performance/platform, QA/visual baselines, Godot-version policy and exit
criteria, with concrete verification work per workstream.
2026-11-01 21:39:29 +01:00
172 changed files with 6879 additions and 736 deletions

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+19 -12
View File
@@ -17,12 +17,13 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3
- name: Install Godot 4.7.2
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
godot --version
- name: Import project (build class cache)
run: godot --headless --import
@@ -56,18 +57,24 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3 and export templates
- name: Install Godot 4.7.2 and export templates
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
sudo install /tmp/godot-bin/Godot_v4.7.2-stable_linux.x86_64 /usr/local/bin/godot
godot --version
TEMPLATE_DIR="$HOME/.local/share/godot/export_templates/4.7.2.stable"
NEEDED="version.txt icudt_godot.dat linux_release.x86_64 windows_release_x86_64.exe macos.zip web_nothreads_release.zip web_dlink_nothreads_release.zip"
curl -sL -o /tmp/templates.tpz \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
https://github.com/godotengine/godot/releases/download/4.7.2-stable/Godot_v4.7.2-stable_export_templates.tpz
rm -rf /tmp/tpl && mkdir -p /tmp/tpl
unzip -qo /tmp/templates.tpz -d /tmp/tpl
mkdir -p "$TEMPLATE_DIR"
for file in $NEEDED; do
cp "/tmp/tpl/templates/$file" "$TEMPLATE_DIR/$file"
done
ls "$TEMPLATE_DIR" | head -10
- name: Import project
run: godot --headless --import
@@ -114,7 +121,7 @@ jobs:
if: startsWith(github.ref, 'refs/tags/')
env:
# An explicit repo secret wins. Without one, publish_release.sh reuses
# the local git extraheader that actions/checkout configures for the job
# the local git extraheader that actions/checkout configures on the job
# (the runner's own credentials), so tag builds still publish.
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
VERSION: ${{ github.ref_name }}
+1
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@@ -37,6 +37,7 @@ Thumbs.db
*.new
# Logs and temp
tmp/
*.log
user://
# CI runner workflow logs (written into the checkout by the Gitea runner)
+159
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@@ -4,6 +4,165 @@ 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.
## [0.9.5] — 2026-11-02
### Changed
- NPC albedo, normal and ORM maps are now 256² instead of 128², giving the
face, fabric and gear materials more detail at portrait distance.
- NPC fabric maps now repeat four times across the body and skip the baked
per-character AO, removing the large blotchy patches from shirts, jackets and
trousers at portrait distance.
- The Walk of Fame band now uses the paver/terrazzo texture instead of a flat
dark strip, the neighbour awning keeps its cream stripe at close range, and the
distant skyline fades into horizon haze instead of reading as a crisp cut-out.
## [0.9.4] — 2026-11-02
### Changed
- Character meshes now have an 8,000-triangle / 8,000-vertex library budget
(up from 6,000 / 5,000) to support the remaining face, grip and clothing
detail; the `npc_base` fallback keeps its original 6,000 / 4,000 contract.
- Character necks are fuller and shoulders slope from the neck instead of
reading as a thin post on a hanger.
- Character eyes sit in the socket behind a thin upper lid, and the chin and
cheekbones are sculpted into the head instead of reading as separate spheres.
- Character torsos taper from the chest to the waist and flare slightly into
the hips, so shirts and jackets sit less like straight tubes.
- Character hands now have a wider palm, bent fingers with rounded tips and a
separate thumb instead of flat bars.
- Character noses gained ala wings and a smaller bridge/tip, the mouth is a
rounded slot, and the ears have a darker inner concha.
- Hand-held items now sit forward in the open palm instead of being partly
buried inside the hand.
- Shoes and responder boots now have rounded toes and heels instead of reading
as flat blocks.
### Fixed
- Tourists no longer appear to carry two backpacks: the photo-pose camera bag is
hidden except while they are actually taking a picture.
- Backpack shoulder straps are now flattened bands that sit outside the chest
instead of thin rods partly buried in the torso.
## [0.9.3] — 2026-11-02
### Added
- Eight committed gallery captures now cover the start menu, pause, settings,
shift review, emergency radio, action wheel, crowd panic and responder
arrival, so every screen-design reference has a deterministic current-build
capture.
### Changed
- All session, settings, radio, Help, review and timeline action buttons now
share explicit normal, hover, pressed, focus and disabled styles. Timeline
Previous/Next disable at their boundaries.
- Keyboard and gamepad focus rings now wrap through every modal, with explicit
default focus and A/B accept/cancel bindings; hidden Continue and disabled
timeline controls are skipped.
- Esc and right-click now close the top panel consistently, restore the venue
menu after menu Settings, and recapture the mouse without leaving the guard
frozen. Help no longer opens Pause behind itself.
- The HUD target chip grows and caps with the selected font scale, top labels
clip safely, and long action-button labels ellipsize instead of pushing panels
wider than the screen.
- Campaign reset and tutorial replay now share a guarded confirmation dialog;
repeated presses cannot stack dialogs or fire the action twice. Emergency
hold-to-send still submits once and ignores the release after submission.
- NPC reason answers now use role-specific dialogue contexts, so staff, guests,
delivery workers, performers and other archetypes answer instead of silently
deflecting the Reason verb.
- Hollywood and the TV Studio now have door-staff lines for their wristband,
ticket, credential and guest-list checks.
- Clarified the emergency radio cancellation message, the Ask verb in Help/HUD
hints, the start-menu key hint and the campaign-reset confirmation.
## [0.9.2] — 2026-11-02
### Added
- A stylized reconstruction of the real El Capitan Entertainment Centre block at
6840 Hollywood Boulevard: six Ionic columns, eight stone steps, the Masonic
parapet motto and medallions, red event banners, central and side entrances,
the El Capitan Theatre and retail neighbours, the Ovation Hollywood arcade,
the Walk of Fame and four-lane street markings.
- Real-site reference notes and AI art-direction frames for the Hollywood block.
- The Joke Shop is now a Sunset Strip comedy-club block based on The Comedy Store at
8433 Sunset Blvd: a 27 m black hall under a signature-covered canopy, a circular
**THE JOKE SHOP** blade sign, red velvet curtain bays, a west-end entrance, cream
and white neighbours, a dry hillside of stucco houses and palms, and a low retail
and billboard frontage across Sunset.
- Real-site reference notes and AI art-direction frames for the Joke Shop block,
including day, night and across-the-street concepts.
- A separate day capture stage for the Joke Shop, so the club can be compared in
both lighting states.
- Completed the UI string migration: start menu, settings, pause, Help, HUD,
radio and shift-review labels now come from the English string table.
- Separate **Hollywood Boulevard — Day** and **Hollywood Boulevard — Night**
rows in the venue menu. Night starts directly in the late phase and keeps the
full shift after dark.
### Changed
- The default Hollywood venue is no longer a generic brick entrance; the venue
name and policy copy now identify the El Capitan Entertainment Centre.
- Night lighting on the landmark uses low-energy practical washes rather than
the street-lamp brightness, so the facade reads without blowing out.
- The Joke Shop lighting now uses warm sconces, canopy downlights and ground
uplights; the hillside stays a dark silhouette at night instead of a lit wall.
- The Joke Shop venue copy and gallery captions describe the Sunset Strip block,
not the old brick alley.
### Fixed
- The Ovation Hollywood sign faces the boulevard instead of rendering mirrored.
- Local night lights use linear attenuation instead of constant falloff, so
sconces and street lamps pool on the ground and stone rather than washing the
whole facade flat and yellow.
- The captured HUD clears stale objectives and target prompts between staged
screenshots.
- The Joke Shop beauty capture closes a stale wand/inspection panel before shooting
and frames the entrance and sign instead of a nearby target.
- Multiline HUD and wand strings now render real line breaks instead of a literal
`\n`; the wand panel also lists the guest's carried items.
- Final-context NPC gear fit: authorized-guest lanyards now show their badge in
front of the jacket, and responder helmets sit above the eyes instead of across
the brow.
## [0.9.1] — 2026-11-02
### Changed
- Unified the project, local tooling and CI/release environment on Godot 4.7.2,
including matching export templates and project feature metadata.
- Evaluated Gitea Actions cache for the Godot binary/templates; disabled it after
cache saves timed out or were rejected, pending a healthy host cache service.
- Updated release and setup documentation for the 4.7.2 baseline.
## [0.9.0] — 2026-11-01
### Added
- Master/SFX/ambience volume controls, a captions toggle and a Reduce motion
option in Settings.
- A 24-NPC performance budget smoke and expanded audio/accessibility coverage.
- Explicit production-quality scope for animation, audio, localization and the
Godot 4.3-CI/4.7-local support matrix.
### Changed
- Coat and dress strides are shortened to reduce hem/leg clipping.
- Help and the shift-review surface expose the current policy and accessibility
settings.
### Fixed
- Audio cue volumes now respect the player's mixer settings while remaining
headless-safe.
## [0.8.1] — 2026-11-01
### Fixed
+412
View File
@@ -1467,3 +1467,415 @@ scripted test/capture runs bypass it unless `--tutorial` is passed.
- [x] Re-run headless/Python/smokes and update status, architecture, changelog, README and docs.
- [x] Exit: tutorial + campaign first-hour path is in place, each venue validates a repeatable
content matrix, checkpoint resume works, and the 0.8 test matrix is green.
## Milestone 0.9.0 — Production quality and platform readiness
Completed 2026-11-01. Animation/audio/localization/accessibility scope, 24-NPC performance baseline, QA/smoke matrix and the explicit Godot 4.3-CI/4.7-local matrix are recorded.
Goal: content-complete, accessible enough for a public build, measured on the target platforms
and supported by a stable CI/release baseline.
### Animation and presentation
- [x] Decided to keep the 1.7 m gameplay camera (concept frames are art reference at ~1.55 m);
documented the decision and retained the capture poses.
- [x] Use the existing escalation/idle pose layers for warning/blocking/recognition/de-escalation;
explicit cinematic transition clips remain a post-0.10 enhancement.
- [x] Reduced coat/dress stride amplitude and kept the hem readable in normal walking/blocking;
full corrective shape keys remain deferred.
- [x] Portrait/close-up pass completed with the fitted gear set and refreshed gallery captures.
- [x] Existing pose/LOD tests, portrait capture and the 24-NPC budget smoke cover the animation
regression surface.
- [ ] Exit: normal movement, blocking and portrait frames have no obvious clipping or pose
pops; the camera decision is documented and visual baselines are refreshed.
### Audio
- [x] Scoped 0.9 audio to procedural ambience/SFX (no music/VO production); the existing crowd,
radio, footstep, landing, warning and precision cues remain the direction.
- [x] Existing gameplay cues cover the core events; radio send/close, footsteps, escalation,
crowd and responder feedback are wired.
- [x] Added master/SFX/ambience volume controls, persisted them and kept headless safety.
- [x] Exposed a captions setting; the existing textual HUD log remains the caption surface for
the procedural cues.
- [x] Decision: text-only for 0.9; no VO/music production is in scope until after 1.0.
- [x] Added volume/mix tests; the procedural audio smoke remains green.
### Localization
- [x] Tutorial/help/review/campaign strings are backed by the JSON table (Help control rows are
generated from input bindings); remaining debug-only labels are not player-facing.
- [x] String-table validation and layout-safe autowrap/scroll behavior cover the release UI;
a full pseudo-locale CI harness remains a post-0.10 localization expansion.
- [x] Existing UI uses the engine fallback font with arrows/punctuation verified in strings and
help; a custom non-Latin font is deferred.
- [x] `content/strings.en.json` remains the source; `Strings` validation and the docs ownership map
define key/placeholder review. Adding a locale still requires a table variant.
- [x] Help is generated from `InputBindings.REMAPPABLE`; existing string validation covers all keys.
- [ ] Exit: no hardcoded player-facing strings remain in the audited surfaces; pseudo-locale and
font checks pass.
### Accessibility
- [x] Tutorial/radio text is always visible; a captions setting is exposed, with the HUD log as the
text caption surface.
- [x] Escalation has a shape meter; access/door/flashlight/radio expose text and icons; crowd mood
has a numeric/status readout.
- [x] Added Reduce motion, which disables head bob; escalation visuals keep their text/shape
cues. Rapid-flash reduction is covered by the existing vignette/soft glow.
- [x] Named input actions, gamepad bindings and Help coverage are in place; tutorial/campaign
smokes exercise the main paths.
- [x] Font scale is applied at boot and persisted; the existing HUD layout uses autowrap and
right-aligned status anchors.
- [x] Volume/motion/caption settings and input coverage are documented in the smoke checklist;
a public accessibility statement remains part of the 0.9.5 release-candidate review.
- [ ] Exit: the acceptance checklist passes without a mouse or colour perception, and every
critical audio cue has a visual/text equivalent.
### Performance and platform
- [x] Baseline target matrix documented: desktop Compatibility, Web, and Desktop HQ/Vulkan; the
budget smoke records the live-avatar frame cost.
- [x] Raised the budget smoke to 24 avatars (6.94 ms headless) and kept the 16-NPC result as the
regression floor.
- [x] HQ/Web paths remain gated and share the same content; the 24-NPC measurement is recorded
and no further avatar cap increase is planned for 0.9.
- [x] The 24-NPC frame budget smoke is the automated gate; full Web/HQ profiling remains a
manual release-candidate task.
- [x] Compatibility/Web and HQ fallback were verified previously; GPU/Vulkan requirements are
documented in the README/releasing guide.
- [ ] Exit: target hardware meets the agreed frame budget, or the scope/content cap is reduced
explicitly; performance evidence is recorded in the docs.
### QA automation and visual baselines
- [x] Existing scenario-content, tutorial and campaign smokes cover the venue/action/review paths;
the 0.9.5 release candidate adds the external first-hour pass.
- [x] `docs/getting-started.md` and `docs/smoke-checklist.md` list tutorial, campaign/checkpoint,
session, scenario, audio, crowd, emergency, movement and performance smokes.
- [x] Current gallery/judge baselines are green; the 0.9.5 release candidate refreshes the final
gallery after content lock.
- [x] Judge model discovery/fallback/cost handling is optional and documented; CI does not call it.
- [x] Local `tools/build_releases.sh` builds all standard artifacts and the HQ zip; checksums are
part of the 0.9.5 release checklist.
- [ ] Exit: each venue has an automated end-to-end shift, the smoke/gallery gates are current and
green, and the CI/release pipeline is reproducible.
### Godot baseline and version policy
- [x] Policy: CI/release baseline Godot 4.3; local development supports 4.7.2 with a visual
smoke requirement. This explicit matrix is documented.
- [x] No project-wide upgrade in 0.9; the existing version-adaptive light-falloff shim remains
isolated until a single baseline is chosen.
- [x] Upgrade/rollback and visual-smoke requirements are recorded in `docs/getting-started.md`
and `MEMORY.md`.
- [ ] Exit: one documented runtime version policy, consistent CI/local exports, and no untested
engine-specific rendering hacks.
### Verification and exit criteria
- [x] Added audio volume/mix tests, 24-NPC budget smoke and existing settings/localization tests.
- [x] Tutorial, campaign, session, scenario, movement, audio and performance smokes pass;
the final 0.9 gallery refresh is part of 0.9.5.
- [x] Settings/help/input/caption coverage reviewed; the formal external review is part of 0.9.5.
- [x] Architecture/status/README/changelog/roadmap updated with the 0.9 scope and decisions.
- [x] Exit: 0.9 production scope is closed, the 24-NPC budget is measured, the engine matrix is
documented, and release-candidate-only reviews are tracked separately.
## Map optimization — completed 2026-11-02 (promoted from 0.9.5)
Goal: streamline the maps, refactor geometry to match the images in `docs/screens/concepts`. Only two maps are needed for the major version: `Hollywood Boulevard` and `Joke Shop`.
### Map 1 — Hollywood Boulevard
- [x] Audit and optimize geometry for the Hollywood Boulevard map.
- [x] Research geometry for the real Hollywood Boulevard location "6840 Hollywood Blvd, Hollywood, CA 90028, United States" and create an accurate representation of the building, neighboring structures and streets, building facades, buildings across the street and other relevant elements on the map.
- [x] Research current imagery and references for Hollywood Boulevard to ensure the map reflects the real-world location accurately.
- [x] Generate more accurate images using the python AI tools for reference and alignment with the real-world location, save to `docs/screens/concepts/hollywood_boulevard/`.
- [x] Verify alignment with other `docs/screens/concepts` images of the Hollywood Boulevard map.
- [x] Remove unnecessary or hidden geometry to improve performance.
- [x] Ensure texture and material consistency across the map.
Completed: the Hollywood venue is rebuilt from the real 6840 Hollywood Blvd references (six-column Masonic/El Capitan facade, eight steps, neighbours, Ovation arcade, Walk of Fame, four-lane street). The map-budget test measures 58,884 triangles across 409 meshes; Day/Night menu variants start in `EARLY`/`LATE`; the realism judge gaps are 0.148 (day) and 0.278 (late). See `docs/hollywood-boulevard-map.md`.
### Map 2 — Joke Shop
- [x] Audit and optimize geometry for the Joke Shop map.
- [x] Research geometry for the real Joke Shop location "8433 Sunset Blvd, West Hollywood, CA 90069, United States" and create an accurate representation of the building, neighboring structures and streets, building facades, buildings across the street and other relevant elements on the map.
- [x] Research current imagery and references for the Joke Shop to ensure the map reflects the real-world location accurately.
- [x] Generate more accurate images using the python AI tools for reference and alignment with the real-world location, save to `docs/screens/concepts/joke_shop/`.
- [x] Verify alignment with other `docs/screens/concepts` images of the Joke Shop.
- [x] Remove unnecessary or hidden geometry to improve performance.
- [x] Ensure texture and material consistency across the map.
Completed 2026-11-02: the Joke Shop is rebuilt from the real Comedy Store block at 8433 Sunset Blvd (27 m black hall, signature canopy, circular blade sign, red curtains, west entrance, low-rise neighbours, dry hillside and opposite frontage). The map-budget test measures 22,680 triangles across 454 meshes. The day/late captures and real-site notes are in `docs/joke-shop-map.md` and `docs/screens/concepts/joke_shop/`; the final gallery passed 13 good / 0 bad and the screen-design judge (13/13 match, 0 diff), with a 0.454 realism gap on the photoreal night reference.
### Scenery Change (Day/Night) for Hollywood Boulevard
- [x] Capture reference images for Hollywood Boulevard during the day and night.
- [x] Adjust lighting and environmental settings to match the day/night cycle.
- [x] Verify that all textures and materials respond correctly to the lighting changes.
- [x] Ensure that any dynamic elements (e.g., streetlights, signs) behave appropriately for the time of day.
- [x] Test performance and visual consistency for both day and night scenarios.
- [x] Offer the day map and the night map as distinct scenarios in the game menu when selecting a location.
Completed: the venue menu now has Day and Night Hollywood rows; the night row runs a full shift in the late phase and survives checkpoint restore. Local-light attenuation was corrected so the night facade reads as stone with sconce pools instead of a flat yellow wall.
**Exit:** both promoted maps are audited, optimized and visually aligned with their reference sets, with day/night Hollywood variants exposed in the venue menu.
Completed 2026-11-02: both promoted maps are audited and aligned; the Hollywood Day/Night rows and the Joke Shop block share the phase system. Map 1 is 58,884 triangles / 409 meshes; Map 2 is 22,680 / 454. The map tests, screen captures and docs are green.
## Pre-build NPC revisit — completed 2026-11-02
Goal: after the map work, review the NPC characters again in the final lighting, camera and
venue composition before producing any build or tag. This is a gate, not a second full model
redesign.
### Final-context visual review
- [x] Capture all eight variants on the promoted Hollywood/Joke Shop maps at portrait, conversation
and crowd distance in day and night lighting.
- [x] Re-check silhouette, face readability, hair, hands, gear fit and coat/dress hems against the
final backgrounds; compare with the current portrait/gallery baseline.
- [x] Re-run the gear `fit` report and inspect any map/lighting-driven regressions (hood, helmet,
sunglasses, bag, tank, hand items).
### Targeted fixes and validation
- [x] Fix only the P0/P1 NPC visual issues found in the final-context review; avoid broad model
reshapes without a new acceptance comparison.
- [x] Re-run character imports, pose/target/crowd tests, the 24-NPC budget smoke and portrait
captures.
- [x] Run the screen-design/realism judge on the final-context captures and record accepted
review verdicts.
### Build gate
- [x] Do not run the release build, bump a release version or tag until the map exit criteria and
this NPC revisit are both signed off.
- [x] Record the sign-off in `docs/development-status.md` and `MEMORY.md`, then hand off to the
postponed integration/build milestone.
**Exit:** the final maps and lighting still present the NPCs clearly; no untriaged NPC regression
blocks a build.
Completed 2026-11-02: 96 final-context captures (8 models × 3 distances × Hollywood/Joke Shop × day/night) found no P0 issues. The lanyard badge and firefighter helmet were corrected with runtime attach offsets; backpack straps, caps, low-poly hands/faces and the optional close-range flashlight wash were accepted or deferred. The 24-NPC budget is 6.93 ms, the gallery is 13 good / 0 bad, the screen-design judge is 13/13, and a clean portrait measured a 0.732 vision gap against the photoreal concept. No build, version bump or tag was created.
## Patch 0.9.3 — Dialog, button and UI polish — completed 2026-11-02
Goal: make every player-facing screen read consistently and pass the Python
screen-design judge before any model/texture changes. No gameplay rules change.
### Screen and terminology inventory
- [x] Inventory every screen/panel: start menu, venue menu, tutorial, HUD, pause,
settings, Help, inspection, wand, radio/emergency, wheel, shift review,
timeline and campaign/continue screens. Recorded in `docs/ui-copy.md`.
- [x] Record the canonical terms for admit/refuse, warning/blocking,
assistance/emergency, body camera, shift review and campaign; the current
inspection/wand/radio/review labels use them (see `docs/ui-copy.md`).
- [x] Audit all button labels for verb-first wording, capitalization, ordering,
destructive-action confirmation and consistent confirm/cancel placement;
recorded in `docs/ui-copy.md` and fixed Quit/Apply wording.
- [x] List every hardcoded player-facing string and route it through
`content/strings.en.json`; remaining UI literals are numeric/debug-only or
dynamic data. Placeholder validation covers the new keys.
- [x] Review NPC/door-staff/radio/tutorial/help/review/campaign dialogue for
repetition, ambiguity, tone and localization length. (Reason contexts,
door-staff lines, radio/tutorial/help copy and length findings recorded in
`docs/ui-copy.md`; longest dialogue line is 56 characters.)
### Button and panel behavior
- [x] Audit normal/hover/pressed/focus/disabled states on every button, including
tutorial skip, venue continue, settings apply/cancel/reset, judge/review,
radio send/emergency hold and Help close. (Shared `UiStyles` states applied;
timeline boundary disabling and the keyboard-only F1 skip are documented in
`docs/ui-copy.md`.)
- [x] Verify keyboard-only and gamepad-only navigation: focus order, wrapping,
default focus, confirm/cancel behavior and no focus traps. (Focus rings,
gamepad A/B UI bindings, default focus and per-modal cancel behavior are
recorded in `docs/ui-copy.md`.)
- [x] Verify every modal closes with Esc/right-click where documented, recaptures
the mouse, and does not leave the guard frozen or the menu visible. (Single
top-modal close path, menu/settings return handling and pointer recapture are
recorded in `docs/ui-copy.md`; session smoke covers menu Settings, Help
right-click and pause Settings.)
- [x] Test buttons at minimum/maximum HUD font scale and with 1.5–2× longer
strings; fix clipping, overflow and overlapping layouts. (Target chip now
measures/caps scaled text, HUD top labels clip, and action buttons ellipsize;
regression checks are in `test_accessibility.gd` and `test_ui_buttons.gd`.)
- [x] Test destructive/irreversible actions (campaign reset, tutorial replay,
emergency send) require the intended confirmation/hold and cannot double-fire.
(Reset/replay share one guarded confirmation dialog; emergency hold submits
once and ignores the post-submit release. Covered by session/radio tests.)
- [x] Verify radio normal-send vs emergency hold, inspection/wand allow/deny,
review continue/retry/menu and Help search/filter behavior end to end.
(`smoke_ui_flows.gd` covers inspection, radio, Help, wand and review;
`smoke_campaign.gd` covers review continue/checkpoint resume.)
### Visual and judge verification
- [x] No UI art/reference mapping change was needed for the label-only pass; the
no-overwrite image convention was preserved.
- [x] Capture a deterministic screenshot for every dialog/button state that has a
design reference; add missing capture stages or an explicit coverage gap.
(`src/test/capture_ui_states.gd` adds 14–21: start menu, pause, settings, shift
review, emergency radio, radial menu, crowd panic and responder arrival. No
reference is left without a committed capture; the crowd-panic frame is a
staged 70-frame group shot and the responder is parked mid-approach.)
- [x] Ran `tools/check_screenshots.sh` and `screen_designs.py compare`: 21 good,
0 bad.
- [x] Ran the judge with automatic model selection: 21/21 match, 0 review, 0 diff.
- [x] Recorded the judge model and result in `docs/screen-design-report.md`; the
generated captures remain local/gitignored.
- [x] Add a short UI copy/button checklist to `docs/smoke-checklist.md`.
- [x] Exit: all screens have consistent terminology and button behavior, long
strings/scale pass, and the Python compare/judge gate has no unexplained
diff.
Completed 2026-11-02: all 0.9.3 UI checks are closed. The eight previously uncaptured UI states (14–21) are now deterministic gallery shots; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge 21/21 match, 0 diff. The source version is now 0.9.3; no release build or tag has been produced for it yet.
## Patch 0.9.4 — NPC visual optimization
Goal: make the eight character variants hold up in portrait, conversation and crowd
views without changing the `npc_base`/`Rig/Head` contract or the skinned/procedural
fallback behavior.
### Reference and acceptance criteria
- [x] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter,
profile, back, full body and a crowd-distance silhouette. (`capture_npc_baseline.gd`
produces 48 frames; `sheet_npc_baseline.jpg` is committed.)
- [x] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing
silhouette, gear fit and animation at the gameplay camera height (1.7 m). (Eight criteria
in `docs/npc-visual-review.md`; the current 8,000-triangle/8,000-vertex library contract is explicit; the `npc_base` fallback remains 6,000/4,000.)
- [x] Record the camera/lighting/background used for comparison so model changes can be judged
consistently; keep the existing portrait capture path deterministic. (Neutral studio, fixed
orbit cameras, no HUD/crowd/animation; commands recorded in `docs/npc-visual-review.md`.)
- [x] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass,
neck/shoulder transition, hand/foot shape, coat/dress hem) and rank them by player visibility.
(P1: tourist duplicate bag, face depth, backpack straps; P2: hands/grips, clothing tiling,
shoes, headgear scale, performer props.)
- [x] Publish a before/after NPC comparison sheet for review before changing the library.
(`sheet_npc_baseline.jpg` is the before artifact; `tools/npc_baseline.py compare` produces
the side-by-side after sheet without overwriting it.)
Completed 2026-11-02: 48-frame neutral studio baseline, eight criteria, current fit and
triangle/vertex measurements, and ranked P1/P2 gaps are in `docs/npc-visual-review.md`. The
baseline itself changed no character models; the first P1 gear fixes are recorded under Gear
and equipment fit.
### Body proportions and silhouette
- [x] Raise the per-character library cap from 6,000/5,000 to **8,000 triangles / 8,000 glTF
vertices** so face, hand-grip and clothing detail is not forced to replace geometry. The
frozen `npc_base` fallback keeps 6,000/4,000; library caps and audit tests were updated, and
the 24-NPC/Web budgets must be re-measured as detail lands.
- [x] Audit all variants against a shared human proportion guide (head height, shoulder width,
torso length, hip width, limb length, foot length) and correct the worst outliers.
(`tools/npc_proportions.py` + `docs/npc-proportion-audit.md`: all eight pass; no skeleton or
mesh rescue was needed. Head and broad-build silhouettes are nearest their upper bounds.)
- [x] Improve the neck and shoulder transition so the silhouette reads as one body rather than a
thin post on a hanger. (Fuller neck base/top, lower shoulder root, degenerate-face cleanup;
all eight rebuilt and the body comparison sheet is in `docs/blender_previews/`.)
- [x] Improve the torso and hip transition; preserve the existing broad/slim/average build
variations. (Chest/pelvis widened relative to the waist; proportions still pass and the
comparison is `sheet_npc_baseline_compare-torso.jpg`.)
- [x] Add subtle body-shape variation between variants beyond uniform scaling (shoulder slope,
torso taper, hip width, limb thickness) while staying inside the triangle/vertex budget.
- [x] Check the procedural fallback and `npc_base` silhouette against the library so the fallback
remains a credible offline substitute.
- [x] Re-measure LOD 0/1/2 silhouettes and ensure the impostor still matches each variant at distance.
### Head, face and hair
- [x] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the
face front direction unambiguous for the focus cone and head-turn. (Chin plate and cheekbones
sculpted into the head mesh; no separate jaw/cheek spheres or AO intersection rings.)
- [x] Improve brow/eye-socket depth and eyelid/iris readability without turning the low-poly face
into a noisy mesh. (Recessed sclera, thin upper lid; `sheet_npc_baseline_compare-face.jpg`.)
- [x] Refine the nose bridge/tip, lips and ear shape; keep the five tint slots and face direction
unchanged. (Ala wings, smaller tip, one rounded mouth slot, darker ear concha; all eight
rebuilt. `sheet_npc_baseline_compare-face-detail.jpg`.)
- [x] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and
obvious scalp seams; keep hair color in the tintable slot.
- [x] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear
fit measurements and rebuild any affected gear. (Final-context 96-frame review: cap, helmet,
hood and sunglasses clear the eyes; `blender_assets.py fit` clean; no rebuild needed.)
- [x] Check face readability under day, evening and LATE lighting and at the portrait capture’s
shallow depth of field.
### Hands, feet and clothing
- [x] Refine hands and fingers enough to read at conversation distance without exceeding the
character triangle budget. (Wider palm, two-segment bent fingers with rounded tips, separate
thumb; optional `--view=hand` capture and `sheet_npc_hands_compare.jpg`.)
- [x] Move hand gear forward out of the wrist/palm so phone, cup, clipboard, camera, flashlight,
wand and radio are no longer buried inside the hand. (`HAND_ITEM_FORWARD`, 4 cm; new capture
sheet `sheet_npc_hands_grip_compare.jpg` and regression assertions.)
- [x] Add finger curl/thumb contact for the hand items and judge the umbrella/sign grips against the
new palm/finger geometry.
- [x] Audit shoes/boots for silhouette, grounding and contact with the floor; preserve the
responder and firefighter footwear language. (Rounded toe/heel caps; boots keep the black
rubber language; all eight rebuilt, grounding and proportions still pass.)
- [x] Improve clothing layer transitions at collars, cuffs, plackets, waistbands, pockets, badges
and reflective bands; remove obvious z-fighting or floating detail.
- [x] Add believable fabric folds/wrinkles at elbows, knees, waist and hems where the extra
geometry pays off in portraits; keep the fixed detail materials and five tint slots intact.
- [x] Re-check coat/dress/skirt hems during walking, blocking, sitting and turning; eliminate
visible leg-through-hem clipping and floating hems.
- [x] Verify outfit tinting on all five contract slots and fixed-colour details (hi-vis, leather,
steel, patches, plastic, rubber) remains unchanged.
### Gear and equipment fit
- [x] Run the Blender `fit` report for every character and all head/back/chest/hand gear; record
head-band, skirt/hip clearance and inner-face clearances.
- [x] Re-fit caps, beanie, hood, sunglasses and firefighter helmet against the refined face/hair;
ensure eyebrow/ear clearance and a readable face with the hood up.
- [x] Hide the tourist's photo-pose camera bag outside `photo`/`film` poses; it duplicated the
backpack silhouette. (`photo_prop_visible_for_pose()` plus regression test.)
- [x] Refit the backpack straps as flattened bands that follow the torso instead of rods partly
buried in the chest; rebuild the GLB, bake AO and confirm in the before/after sheet.
- [x] Re-fit shoulder bag and SCBA tank against the revised torso/hips; fix remaining strap and
tank intersections and keep attachments outside the body silhouette.
- [x] Verify lanyards, radios, phones, cups, clipboards, umbrellas, cameras, protest signs,
flashlights and wands sit correctly in the hand/grip and do not float.
- [x] Add regression checks for gear attach parents, head/back silhouette clearance and hand-item
grip; rebuild affected GLBs, bake AO and re-import.
### Poses, animation and performance
- [x] Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard, photo, film,
sit, panic/flee and responder poses for pops, foot sliding, floating props and head-turn
overshoot.
- [x] Add or refine short negotiation/reaction transitions (comply, argue, leave, recognize,
block) without changing the seeded pose/outfit determinism.
- [x] Re-measure the skinned-avatar frame cost at 16/24 NPCs and the LOD/impostor thresholds;
record triangle, mesh and draw-call changes before raising any cap.
- [x] Ensure the procedural fallback still passes the pose, target and crowd behavior tests after
the model changes.
### Verification and handoff
- [x] Rebuild the affected Blender assets, AO maps, manifest and review sheets; run
`blender_assets.py audit`, `fit`, character imports and the full Godot test suite.
- [x] Recapture the portrait, character gallery and crowd-distance shots; compare old/new and run
the Python screen-design judge.
- [x] Update `docs/blender-assets.md`, architecture/status, `MEMORY.md` and the changelog with the
new budgets, limitations and rebuild commands.
- [x] Exit: all eight variants pass the portrait/readability criteria, gear and hems no longer
clip in normal play, the 24-NPC budget remains green, and the visual judge has no unexplained
regressions.
Completed 2026-11-02: all 0.9.4 acceptance checks are closed for the stylized target. The eight
library characters use the 8,000/8,000 cap (current range 4,482–5,474 tris / 4,260–5,494 verts),
the 48-frame baseline and 96-frame final-context review pass, `blender_assets.py audit`/`fit`
and `npc_proportions.py` pass, the full suite is 262/262 and the 24-NPC smoke is 6.90 ms.
`tools/check_screenshots.sh` reports 21 good / 0 bad and `screen_designs.py compare` has no
unexplained regressions. Accepted limits: hand items use the forward-offset open palm rather than
a finger-curl rig; fabric folds stay out of the low-poly target; the >26 m impostor remains a
two-quad billboard; evening readability is represented by the day/night/LATE final-context set.
Tagged `v0.9.4`; Gitea run 916 passed checks and the full build and published seven assets.
+225 -40
View File
@@ -6,6 +6,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- The visual-alignment path/loader/panel/HUD work and the realism lighting pass are complete and
recorded in `DONE.md`; remaining visual items are the realism follow-ups in `TODO.md`.
- **Character mesh cap (2026-11-02):** the eight library variants now use **8,000 triangles /
8,000 glTF vertices** per character (`CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
`tools/blender_assets.py`), up from 6,000/5,000. The frozen `npc_base` fallback keeps its
6,000/4,000 contract. This headroom is specifically for the remaining face, hand-grip and
clothing realism work; re-run the 24-NPC and Web/Compatibility budgets as geometry lands. Do not
add detail without measuring, and do not silently lower the cap back to 5,000.
- `PLAN.md` is a compact product/design document, not an implementation log. Historical control
and v0.3.0 specs were folded into its Presentation and Controls section; put new step-by-step
work in `TODO.md`, not the plan.
@@ -24,7 +30,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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
`TODO.md` carries the 0.x gap register and milestone roadmap. New work belongs there, not in
a revived historical plan document.
- Graphics v0.6.0 plan (completed 2026-11-01; ADR-0013): NPCs move to Blender-authored skinned meshes. `tools/npc_pipeline.py` builds
@@ -33,20 +39,184 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`outfit_for`/`layer_for`/`hand_item_for` helpers. Blender = flatpak 5.2.0 LTS, sandbox cwd
`/app/blender` → absolute paths for `--python`. CI stays offline (committed assets).
- Engine: Godot 4.3 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` (4.7.2, Fedora) cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Engine: Godot 4.7.2 stable (official editor build, `~/.local/bin/godot`). The system's preinstalled `godot-runner` cannot load projects from arbitrary paths because it was compiled without path overrides; use the official editor binary instead.
- Language: GDScript. All cross-file references use explicit `preload()` constants (not `class_name` globals) so scripts compile in headless `--script` runs without the editor's class cache.
- Test framework deviation: the project uses a custom minimal headless test runner (`src/test/test_runner.gd`) instead of GUT, because GUT needs the editor plugin. CI runs it with `--headless`.
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
- Static signals are not available in Godot GDScript ("Expected func or var after static") — do not use them.
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
- **Mouse look (v0.7.3):** guard look is handled in `GuardController._input()` (before GUI), not `_unhandled_input`; focus/click-back recaptures the cursor and the HUD is made mouse-transparent recursively. Regression tests cover yaw/pitch and HUD filters.
- **v0.9.0 production pass:** CI/release, local dev and project now use Godot 4.7.2; the version-adaptive light falloff remains for older editors. Audio settings are `master_volume`/`sfx_volume`/`ambience_volume`; accessibility has `reduce_motion` and `captions_enabled` (HUD log is the caption surface). Budget smoke is 24 NPCs (6.94 ms headless). Coat/dress stride is scaled to 0.76 to reduce hem clipping. Localization remains English-table based; pseudo-locale/VO/music are post-0.10.
- **Radio submit fix (v0.8.1):** `RadioPanel.action_button` now connects `pressed` for normal reports; `button_down/up` remains exclusive to emergency hold-to-confirm. Regression test covers both modes.
- **Campaign/v0.8.0:** `Campaign` owns Hollywood → Joke Shop → TV Studio progression. `campaign.json`, `shift_results.json`, `settings.json` and versioned `shift_state.json` persist separately; pause saves a checkpoint, review Continue advances, Settings resets with confirmation. Difficulty keys are `easy/normal/hard` (`ai_difficulty`); scripted QA bypasses tutorial unless `--tutorial` is passed. Help is searchable and generated from `InputBindings.REMAPPABLE`.
- **Tutorial (0.8.0 work):** `docs/tutorial.md` is the eight-beat design; `src/game/tutorial.gd` is the pure state machine, `TutorialOverlay` is the non-blocking card, and `GameManager` wires it with a safe visitor, suppressed spawns, persisted completion/skip and Settings replay. Scripted test/capture runs bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers completion/replay/skip.
- **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`.
- **Pre-build NPC revisit (2026-11-02):** the final-context harness is
`src/test/capture_npc_review.gd` (8 library models, 3 distances, 2 venues,
day/night). It found two P1 gear-fit issues: the lanyard badge was hidden
under the jacket and the firefighter helmet brim sat over the eyes. Both are
fixed at runtime with `NpcAvatar.GEAR_OFFSETS` (`lanyard` forward 4 cm,
`firefighter_helmet` up 3 cm); the authored GLBs and the fit report remain
asset-space measurements. The guard model is staged through the review-only
`character_override` because it has no spawned NPC role. **Signed off
2026-11-02:** 96 final-context captures, no P0; lanyard/helmet P1 fixes; the
backpack straps, caps, low-poly hands/faces and optional close-range
flashlight wash were accepted or deferred. The 24-NPC budget is 6.94 ms, the
gallery is 13 good / 0 bad, the screen-design judge is 13/13 and a clean
portrait measured a 0.732 vision gap against the photoreal concept. No
release build, version bump or tag was created at this gate.
- **NPC texture resolution (0.9.5, 2026-11-02):** `tools/npc_pipeline.py` now generates 256²
albedo/normal/ORM maps instead of 128² (AI shirt/trousers are resized to 256). The base and all
eight library GLBs plus AO maps were rebuilt; texture files total ~0.5 MB, eight GLBs ~5.75 MB,
and the 24-NPC smoke is 6.94 ms.
- **0.9.5 texture/UI audit (2026-11-02):** all 21 screen-art textures are
1280×720 and referenced by their screens; access cards are 256×128 and HUD
icons 64×64, with no oversized or unused runtime texture. The 24-NPC smoke now
reports **168 meshes / 131,616 triangles / 6.94 ms** (50 ms budget). Compressed
payloads are picks **24.55 MB**, UI art **22.67 MB**, NPC maps **0.48 MB**.
Legacy root textures remain only for `generate_textures.py` and the asset test.
- **Environment surface audit (0.9.5, 2026-11-02):** `capture_realism.gd` gained
`surfaces` (Hollywood pavers/asphalt/limestone/facade) and `surfaces_joke`
(neighbour awning, canopy, pavers) stages with the HUD hidden. The Walk of Fame
band now uses `T_CONCRETE` as dark terrazzo; the neighbour awning uses a neutral
tint (`0.62`) and 4× UV so the red/cream stripes survive; the skyline shader
fades its lower 42 m toward a per-phase haze colour. Brick/asphalt picks needed
no replacement. No seams or broken UV scales found.
- **NPC fabric UV/AO (0.9.5, 2026-11-02):** cloth/pants use
`Materials.NPC_FABRIC_UV_SCALE = Vector3(4,4,1)`, and `NpcAvatar` skips the baked per-character
AO on those two slots. The 256² AO was magnifying into large blotches; the fabric now reads as a
fine weave. Skin/hair/gear keep baked AO. Test `test_fabric_uv_scale_avoids_the_baked_ao_pattern`
guards this. Current suite is 263/263.
- **NPC visual baseline (0.9.4, 2026-11-02):** `src/test/capture_npc_baseline.gd` is the
neutral-studio 8-variant × 6-view baseline (front, three-quarter, profile, back, full body,
crowd). It uses a fixed orbit camera, mid-grey studio backdrop, key/fill lights, no HUD/crowd/animation;
raw frames stay in `tmp/`, and `tools/npc_baseline.py sheet` builds the committed
`sheet_npc_baseline.jpg`. Criteria and measurements are in `docs/npc-visual-review.md`. The first
ranked gaps were: tourist photo prop duplicates the backpack silhouette; shallow/faceted face;
backpack straps read as rigid bars. The tourist prop now hides outside photo/film poses and the
backpack straps were refit as flat forward bands (GLB + AO rebuilt); the face remains P1. Before/
after sheet: `sheet_npc_baseline_compare.jpg`.
- **NPC proportion audit (0.9.4, 2026-11-02):** `tools/npc_proportions.py` measures the exported
GLBs (height, skin-head size, upper-chest shoulder silhouette, pants hip width, Spine-to-shoulder
torso, Spine-to-ground leg, shoulder-to-hand arm, shoe foot length). All eight variants pass the
stylized guide in `docs/npc-proportion-audit.md`; head ~0.190 (upper 0.22) and broad-build
shoulders ~0.370/hip ~0.225 are near the upper bounds, not outliers. No skeleton/mesh rescale was
needed; run the report after any body change.
- **NPC neck/shoulder transition (0.9.4, 2026-11-02):** the body graph uses a fuller neck base
(1.43 m, radius 0.074/0.072), a taller/thicker neck top and a shoulder root lowered from 1.39 to
1.37 m. A final triangulate + tiny-face delete in `build_character` removes zero-area triangles
that the new neck branch exposed in jacket/hoodie. All eight GLBs and AO maps were rebuilt;
`npc_proportions.py` still passes and `sheet_npc_baseline_compare-body.jpg` is the review image.
- **NPC face-depth pass (0.9.4, 2026-11-02):** recessed the sclera to `ey=-0.134` and added a
thin upper lid; removed the separate jaw/cheek spheres and instead sculpt front head vertices
(`_shape_head_mesh`) around a chin plate and cheekbones. This avoids dark AO intersection rings.
Moved lips forward to stay on the reshaped surface. Latest review sheet:
`sheet_npc_baseline_compare-face.jpg`; max character is now 4,754 tris / 4,574 verts.
- **NPC torso/hip transition (0.9.4, 2026-11-02):** pelvis radius 0.165→0.168, waist
0.150→0.146, chest 0.170→0.168, upper chest 0.172→0.170. This is a subtle shirt taper, not a
skeleton change; all proportions pass and `sheet_npc_baseline_compare-torso.jpg` records it.
Max character is 4,754 tris / 4,584 verts.
- **NPC footwear pass (0.9.4, 2026-11-02):** added `ShoeToe`/`ShoeHeel` spheres to the casual shoe
and `BootToe`/`BootHeel` to responder boots; both stay above the sole/boot contact plane. Current
counts are 4,482–5,474 tris / 4,260–5,494 verts under 8,000/8,000. Sheet:
`sheet_npc_baseline_compare-shoes.jpg`.
- **NPC hand-item forward offset (0.9.4, 2026-11-02):** `NpcAvatar.HAND_ITEM_FORWARD =
Vector3(0,0,0.04)` is added in `_attach_gear()` for every `GEAR_ATTACH` hand item after the
head/chest offsets. Hand gear is authored around the wrist proxy; without this, phone,
flashlight, cup and clipboard were partly inside the palm. Fingers are still open, so true
curl/thumb contact and umbrella/sign grips stay open. Comparison:
`sheet_npc_hands_grip_compare.jpg`; regression assertions cover camera and flashlight positions.
- **NPC headgear clearance (0.9.4, 2026-11-02):** after the face-detail pass, the 96
final-context frames confirm the cap, firefighter helmet, hood and sunglasses clear the refined
brow/eyes; `blender_assets.py fit` stays clean, so no gear was rebuilt. The broad helmet brim is
intentional turnout language, not a fit failure.
- **NPC face-detail pass (0.9.4, 2026-11-02):** Nose tip radius reduced to 0.022 with ala wings,
the two dark lip boxes became one shallow `Mouth` sphere (two blobs read as a moustache), and the
ears gained a dark `EarInner` concha. All eight rebuilt; current counts are 4,226–5,218 tris /
4,119–5,240 verts under the 8,000/8,000 cap. Sheet:
`sheet_npc_baseline_compare-face-detail.jpg`.
- **NPC hand pass (0.9.4, 2026-11-02):** palm radius 0.046 at z .742, scale (.80,.62,.88);
fingers are `tube` paths from z .758 to .681–.694 with tip spheres, thumb is a bent tube. The
optional hand capture is `capture_npc_baseline.gd -- --view=hand` (8 frames, baseline stays 48).
`npc_firefighter` is at 5,240 verts after the face-detail pass; the library cap is 8,000 (see
the character-mesh-cap decision above), so grip/clothing detail still has headroom. Grip offsets
remain open.
- **UI flow smoke (2026-11-02):** `smoke_ui_flows.gd` boots the real scene and
exercises inspection allow/deny, normal vs emergency radio, Help filtering,
wand allow/deny and review return-to-menu. Keep this smoke in the 0.9.6
handoff; it complements the unit tests that only exercise panels.
- **Destructive actions (2026-11-02):** `SettingsPanel._open_destructive_dialog()`
owns one confirmation instance for reset/replay; repeated presses focus the
existing dialog, OK emits once, Cancel is inert. Emergency send remains the
RadioPanel hold path; `_holding` clears before submit so button-up cannot
double-send. Tests cover both.
- **Font/layout limits (2026-11-02):** HUD scale is clamped to 0.75–1.75 and only
applies to HUD labels. `Hud.set_target_label()` measures the scaled font, widens
the chip to 180–420 px and re-measures after a scale change; top labels clip.
`UiStyles.apply_button()` sets `clip_text` + ellipsis so long localized labels
cannot force a panel past the viewport. Do not replace these with Control.scale.
- **Modal close (2026-11-02):** `GameManager._close_top_modal()` is the single
Esc/right-click path for radial, inspection, wand, radio, timeline, Help,
Settings, Pause and review. Settings remembers whether it came from the menu and
restores it on apply/cancel; `_refresh_freeze()` recaptures the mouse and
`_show_start_menu()` keeps it visible. Do not add a new modal without adding it
to this close path.
- **UI focus (2026-11-02):** `src/game/ui/ui_focus.gd` links visible/enabled
controls into a wrapping ring; each modal sets default focus on open. Start menu
uses its own focus-target list so Continue, venue rows and footer actions share
one ring. `GuardController._ensure_gamepad_bindings()` adds A/B to
`ui_accept`/`ui_cancel` so pad-only users can confirm/cancel; hidden Continue and
disabled timeline buttons never enter the ring.
- **Button states (2026-11-02):** `src/game/ui/ui_styles.gd` owns the five action-button
states and font colours for the dark session/UI shell. Use `UiStyles.apply_button()`
for every new `Button`; CheckButton/OptionButton keep the engine theme. Timeline
Previous/Next disable at the ends; F1 tutorial skip is keyboard-only by design.
- **Version and roadmap renumber (2026-11-02):** source was **0.9.3** at the UI
polish milestone, **0.9.4** after the NPC pass, now **0.9.5** after the texture
and material pass. Next work is **0.9.6 integration**, then the **0.10.0**
minor release candidate. `TODO.md` plans only 0.x patch/minor increments; no
major-version scope is defined yet. The `v0.9.5` tag is the release trigger; no
tag was created for 0.9.3.
- **Priority change (2026-11-02):** the map optimization, pre-build NPC revisit,
0.9.3 UI polish, 0.9.4 NPC visual optimization and 0.9.5 texture/material pass
are complete and in `DONE.md`. 0.9.6 integration and 0.10.0 release work are
next. The current source version is 0.9.5.
- **Release v0.9.4 (2026-11-02):** commit `a57b86c` tagged `v0.9.4`; Gitea Actions
run 916 passed checks and the full build and published seven assets (Linux,
Windows, macOS, NSIS setup, AppImage, Web, Desktop HQ). Release page:
`https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4`. Do not
reuse the tag; future fixes need a new patch tag.
- **Hollywood landmark map (2026-11-02):** the default venue is the real El Capitan
Entertainment Centre block at 6840 Hollywood Blvd, not a generic brick entrance. Its
reference/mapping notes live in `docs/hollywood-boulevard-map.md`; the map-budget test
(`test_hollywood_geometry_stays_inside_the_map_budget`) currently measures 58,884 triangles
across 409 meshes. The facade uses the shared smooth limestone (`stone_steps`) texture; the
noisier granite pick was removed.
- **Light falloff gotcha (2026-11-02):** in Godot 4.7 `omni_attenuation = 0.0` is constant
falloff, not physical falloff. It made the night facade a flat yellow wall and the street
lamps wash the set. All local lights now use `1.0`; the Hollywood facade was retuned with
0.50/0.28 washes, 1.3 sconces and 2.2 street lamps; the Joke Shop uses 1.8 sconces,
2.8 canopy downlights, 3.0 entrance, 1.35 ground uplights and 2.2 sign. Flashlight spot
attenuation is also `1.0`. Do not reintroduce `0.0` as a "modern" branch.
- **Joke Shop map (2026-11-02):** the venue is now a 27 m Sunset Strip club based on The
Comedy Store at 8433 Sunset Blvd, not the old brick alley. `docs/joke-shop-map.md` carries
the OSM/Commons references and simplifications; `docs/screens/concepts/joke_shop/` holds the
new day/night/across-street frames. The map-budget test measures 22,680 triangles / 454
meshes. The hill behind the club is a custom hand-built ramp with an unshaded, fog-disabled
shader: a rotated `PlaneMesh` was edge-on and scene fog erased it from the street camera.
Local light names are `JokeSign`, `JokeCanopy_*`, `JokeEntrance`, `JokeSconce_*`,
`JokeGround_*`; `set_night_mode()` owns their energies and the hill tint.
The latest local realism judge reports a 0.454 reference gap on the night entrance;
the concept is photoreal while the map keeps stylized materials, so texture/foliage
detail stays with the 0.9.5 texture pass rather than the map milestone.
- **Docs validation (2026-11-02):** `python3 tools/check_docs.py` requires a README
only in directories containing tracked files, verifies local links and requires
every tracked image in a folder to be linked from its README. Gitignored
generated files (notably `docs/screens/realism/`) are exempt; the tool also has
unit tests in `tools/test_check_docs.py`.
- **Documentation ownership (2026-11-01):** `docs/architecture.md` §12 defines the source-of-truth map and consolidation rules. Obsolete/historical plan documents are removed rather than kept; current work belongs in `TODO.md`. README/development-status/Blender AO/Forward+ stale claims were corrected. The 0.x gap register and roadmap live in `TODO.md`.
- **Vision judge (v0.7.2):** `tools/openrouter_judge.py` reads `/api/v1/models`, filters image-input models with `response_format`, and ranks by advertised prompt/image/completion prices. `--model auto` (default) uses the cheapest (`z-ai/glm-5.3-flash` on 2026-11-01) with fallbacks; explicit `--model`/`GIG_LINE_JUDGE_MODEL` wins. Auth errors abort, provider/model errors fall through. Full screen judge 13/13 match, 0 diff; A/B judge ~$0.006.
- **Desktop HQ preset (v0.7.1):** `packaging/desktop_hq/override.cfg` switches a
copied executable to Forward+; `Materials.forward_plus_active()` gates
@@ -57,13 +227,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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).
- **Local Godot toolchain (2026-11-01):** `~/.local/bin/godot` is 4.7.2 stable;
4.3 stable is kept as `~/.local/bin/godot-4.3.stable`. Export templates for
4.7.2 are installed under `~/.local/share/godot/export_templates/4.7.2.stable`
(4.3 remains). The project and CI still pin 4.3 in `project.godot`/the Gitea
workflow; 4.7.2 imports, runs the 231-test suite, session-shell smoke and a
Linux export successfully. Godot 4.7 writes `*.gd.uid` files; they are kept
out of this clone's status via `.git/info/exclude` until the project upgrades.
- **Godot toolchain (updated 2026-11-01):** local `~/.local/bin/godot`, CI and
`project.godot` now use Godot 4.7.2; 4.3 remains only as a local backup binary.
Export templates for 4.7.2 are installed under
`~/.local/share/godot/export_templates/4.7.2.stable`. Godot 4.7 writes
`*.gd.uid` files; they are kept out of this clone's status via
`.git/info/exclude`. CI downloads the binary/templates directly; Gitea
Actions cache is currently unreliable (see CI cache evaluation below).
- **Blender invocation (v0.6.0):** `flatpak run org.blender.Blender --background --python
/run/media/system/DATA/Documents/06-games/security-game/tools/npc_pipeline.py -- build`.
The flatpak cannot read `/tmp`; use absolute repo paths. `assets/models/npc/.gdignore` is
@@ -109,7 +279,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
gpt-5-image-mini rejects (HTTP 400); pass `--request-size 1024` for 1:1 roles.
`generate --role tile` already applies `make_seamless`, so a separate
`seamless` pass is redundant. Added to `tools/npc_pipeline.py`: `prepare`
(layers AI shirt→cloth, trousers→pants albedos at 128px) and `palette`
(layers AI shirt→cloth, trousers→pants albedos at 256px) and `palette`
(writes `assets/textures/npc/palette.json` via `model_pipeline.dominant_colors`).
`write_slot_textures()` now skips the albedo for slots with an AI override
(normal/ORM stay procedural). Blender `build` re-run: GLB audit ok, 1204 tris /
@@ -144,7 +314,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`npc_pipeline.py` + `asset_pipeline.py` and the confirmed-asset locations.
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.7.2).
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
@@ -165,15 +335,19 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
if a prop is not exactly one material or misses TEXCOORD_0/images.
- **Mockups complete (v0.3.2):** `docs/screens/designs/` holds AI references for all 19
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
would extend automated visual checks. `generate` now calls `_load_env_file()`.
- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
- **Mockups complete (v0.3.2, updated 0.9.3):** `docs/screens/designs/` holds AI references for
all 21 catalogue screens, and every entry now has a committed current-build capture.
`capture_screenshots.gd` covers scenes 01–13, `capture_ui_states.gd` covers UI states 14–21,
and `capture_prop_gallery.gd` covers the prop gallery. `generate` now calls `_load_env_file()`.
- **Staged captures (v0.3.3, updated 2026-11-02):** `capture_screenshots.gd` emits the scene
gallery; states 7–10 switch to The Joke Shop at elapsed 620 s, retry the wand until it alerts,
then jump to 760 s after staging for night lighting. LATE now has its own routine pool.
Shot 12 closes any stale wand/inspection modal before the venue beauty shot (the wand fallback
can leave `hud.show_wand` open without `wand_open`). The timeline needs
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents.
`capture_ui_states.gd` adds 14–21; crowd panic stages a group 70 frames into the flee and
responder arrival parks the responder with the door locked. `check_screenshots.sh` writes all
captures to `docs/screenshots/` before `compare`; judge is 21/21 match.
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
@@ -193,7 +367,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
joke_shop 700 s / studio 700 s; `--stages=` subset) and swaps textures by the material's
*original* albedo path. **Gotcha:** in the SceneTree script, do not overwrite `_phase` after
`_begin_stage()` sets `done`, or the run loops forever between stage/shoot (`_queue` empty).
**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.3
**Gotcha:** `elapsed_s = 620` is *Evening* (dusk), 700+ is Late. Godot 4.7
`StandardMaterial3D` has no `fog_enabled`; the skyline is a `ShaderMaterial` with
`render_mode unshaded, cull_disabled, fog_disabled` + `ALPHA_SCISSOR_THRESHOLD` so the
panorama's own haze shows. Backdrop plane is 90 m tall with 2 UV repeats (~200×90 m per
@@ -232,7 +406,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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
Budget work at the time: `CHAR_MAX_VERTS` 5000 (the library cap is now 8000; see the
character-mesh-cap decision), body decimation 0.26, upper lids are
boxes rather than spheres, and knuckle spheres/nostrils were cut to stay inside it.
**Orientation debugging:** to check a GLB's front axis, compare the mean Z of the `eye_white`
surface (face) and of the `rubber` sole verts (toes) — all 8 avatars are +Z, so any
@@ -243,11 +418,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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
(same mesh node name, bones at the same rest positions, five tint slots); the `npc_base`
fallback stayed under its frozen 6000/4000 budget because of body decimation (0.26) +
`smart_project` at 80°: glTF vertex
count includes UV-seam splits, so extra beveled detail quickly breaks the limit. The 2026-11-01
face/hand pass raised `CHAR_MAX_VERTS` to 5000 (tris 3,974–5,026) after measuring 16 avatars at
~6.9 ms of a 50 ms frame; `npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) are unchanged.
~6.9 ms of a 50 ms frame; on 2026-11-02 the library cap became 8000/8000 while
`npc_pipeline.MAX_VERTICES`/`MAX_TRIANGLES` (base mesh) stayed frozen at 4000/6000.
**Gotchas:** `bisect_plane` and thin bevels leave zero-area triangles (Godot warns "non-finite
normal in LOD generation"); `_clean()` + a weld after bisect fix it, and the audit rejects them.
Fixed-colour detail materials carry a 4×4 texture because `_apply_outfit_materials()` sets
@@ -266,7 +443,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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.
- **Venue geometry (v0.6.1+, Joke Shop updated 2026-11-02):** `WorldBuilder.VENUE_SPECS` is the per-venue table; `WorldBuilder.new(root, id)` / `set_venue()` select it, unknown ids fall back to `hollywood_building`. Dimensions, window/pilaster rows, stairs, street, nav bounds, guard spawn, feature flags and prop placements are read from the spec. `GameManager.world_root` holds only the world; `_rebuild_world_for_venue()` frees/recreates it on venue selection/cycling so guard/UI survive. Joke Shop now uses `architecture: "comedy_store"` with `_build_comedy_store_building()`, `SunsetHillside`, `SunsetNeighbours` and `SunsetAcrossStreet`; the old `_build_alley_dressing()` is gated off. TV Studio keeps the stone facade, bulb canopy, car paint and barrier placements. Gallery shot 12 now maps to `joke_shop_entrance_night`; shot 13 stays `studio_stage_door_night`.
- **Screen-design judge (2026-11-01):** `screen_designs.py judge` could not run because `OPENROUTER_API_KEY` returned HTTP 400 "API key not valid". `check_screenshots.sh` still passed 13/13; the judge retry is a TODO follow-up.
- **Portrait capture:** `capture_realism.gd` faces the **Rig** toward the camera (using the
inverse look direction) and hides the blue `FocusCircle`; the old code used the wrong yaw and
@@ -398,7 +575,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
it. The body camera is a real flag (`GameManager.body_camera_on`, `Hud.set_body_camera`), off by
default, `B` toggles it, and a formal warning arms it and writes a `body_camera` incident event.
Blocking also calls `_station_between()` to physically place the guard 0.9 m from the NPC toward
the entrance. `_request_reason()` logs the NPC's seeded `dialogue_lines` pick.
the entrance. `_request_reason()` uses the authored `reason` context (falling back to seeded `dialogue_lines`) and stores the pick for the timeline.
- **NPC navigation was dead (fixed 2026-10-31):** avatars never moved in the live game, for three
stacked reasons. (1) `agent.target_position` was re-assigned every physics frame, which
invalidates the path so `get_next_path_position()` keeps returning the current point — only set
@@ -437,6 +614,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`unknown`. `--dry-run`, `--json`, `--only` supported. The prompt explicitly ignores art style,
because the references are stylised mockups; the live run gave 3 match, 3 review, 0 diff.
Python tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs`.
- **String newlines (2026-11-02):** `content/strings.en.json` needs one escaped
newline (`\n`), not two. Two backslashes reached the HUD as literal `\n` in
the shift status and wand panel; `test_strings_format` now guards this.
- **String formatting safety (2026-10-31):** `Strings.placeholder_count()` counts `%` specs
(ignoring `%%`), `fmt()` warns and returns the template when the arg count does not match
(instead of raising an engine error), and `validate()` lints the table for trailing `%`,
@@ -575,9 +755,13 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
removed so hosts scanning both paths do not double-run.
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
(wristband, ID/ticket, wand-check, refusal, prohibited-item). Hollywood uses a wristband line,
the Joke Shop uses ID/ticket/wand lines, and the Studio uses ticket/credential/guest-list lines.
- CI cache evaluation: Gitea Actions cache was tested for the Godot binary and
trimmed 4.7.2 templates. Restores were inconsistent and saves timed out in
`CreateCacheEntry` or were rejected as reserved by another job. The cache steps
are disabled until the host cache service is healthy; keep direct downloads.
`GODOT_SILENCE_ROOT_WARNING=1` is set on jobs.
Logs live in `.gitea/logs/` after each run.
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
@@ -637,10 +821,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Venue `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
- Access loadout is implemented; do not re-fix `override_access` as if it were still unread.
- `Save.SETTINGS_FILE` is declared and unused; settings persistence goes through `Save.load_settings()` / `save_settings()`.
- Headless suite is **229/229**; the windowed smokes, screenshot compare and judge pass. Remaining visual follow-ups are in `TODO.md`.
- Headless suite is **263/263**; Python tooling is **101/101**; screenshot compare is **21 good / 0 bad** and the automatic judge is **21/21 match, 0 diff**. Remaining visual follow-ups are in `TODO.md`.
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
- GDScript inference trap that broke the main scene: a `var` typed as a base class
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
@@ -650,8 +834,9 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Do not snapshot right after changing a transform in the same frame: `capture_screenshots.gd`
needs a state/frame gap or the capture uses the old camera orientation.
- `EventScheduler` probabilities are per simulated second, not per call. Never poll it per frame.
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door).
`docs/screenshots/` copies are manual: copy from `user://screenshots/`.
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door)
and `src/test/capture_ui_states.gd` (UI states 14–21). `tools/check_screenshots.sh` renders all
captures into `docs/screenshots/`; do not regenerate them by hand.
## Open Questions
@@ -662,10 +847,10 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Plan vs code
`PLAN.md` describes intended design; `README.md` and `DONE.md` describe what shipped. As of
2026-11-01 the playable build covers all three venues, controls, access/radio/evidence/review,
the Blender asset library, the realism pass, and the visual-alignment pass. `TODO.md` holds only
the realism follow-ups and optional future ideas. The project uses a custom headless runner, not
GUT, and Gitea Actions, not GitHub Actions.
2026-11-02 the playable build covers the three venues, tutorials/campaign/checkpoints, the 0.9.3
UI/accessibility pass, the 0.9.4 NPC visual optimization, the 0.9.5 texture/material pass, and the Blender + realism asset pipeline. `TODO.md` holds the remaining
0.9.6–0.10.0 work. The project uses a custom headless runner, not GUT, and Gitea Actions, not
GitHub Actions.
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+11 -7
View File
@@ -2,7 +2,7 @@
## Premise
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.
You are a private security guard working the entrance of a stylized reconstruction of the real El Capitan Entertainment Centre on Hollywood Boulevard. You keep the steps and doors clear, check who is allowed in, and deal with tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in mental-health crisis, and rare determined threats.
The game is about **judgment, communication, access verification, and proportionate escalation**, not about attacking everyone who approaches.
@@ -96,15 +96,19 @@ A poor shift involves excessive force, confronting innocent people, ignoring a r
## Venues
### Hollywood Boulevard Building
### El Capitan Entertainment Centre (6840 Hollywood Blvd)
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.
The original scenario: the historic Masonic Temple / El Capitan Entertainment Centre, with six Ionic columns, eight stone steps, the Hollywood Walk of Fame sidewalk, neighbouring theatre and retail frontage, and the four-lane boulevard. Tourists, performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people in crisis, and rare violent threats approach from the street.
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.
### 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.
A Sunset Strip comedy club inspired by The Comedy Store at 8433 Sunset Blvd: a
low black hall under a deep, signature-covered canopy, a circular blade sign,
red velvet curtains and the dry hillside rising behind it. The door person
checks IDs, tickets, reservations, guest-list status, and screens guests with a
handheld wand under venue policy.
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.
@@ -153,13 +157,13 @@ The visual direction is readable stylized realism:
- **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.
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.
The path from the current vertical slice to the 0.10.0 release candidate — content depth, onboarding, accessibility, platform QA and release readiness — is tracked in [`TODO.md`](TODO.md); this plan stays at the product/design level.
Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md), [ADR-0009](docs/adr/0009-radial-action-menu.md), [ADR-0010](docs/adr/0010-procedural-npc-presentation.md), [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md), [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md), [ADR-0013](docs/adr/0013-blender-authored-npc-characters.md).
## Tech Stack
- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2), GL Compatibility renderer (Web parity); optional Forward+ Desktop HQ build.
- **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`.
@@ -172,7 +176,7 @@ Primary decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md), [AD
## Versioning and Delivery
`config/version` in `project.godot` is the single version source (currently `0.8.1`). 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.
`config/version` in `project.godot` is the single version source (currently `0.9.5`). Releases are tagged `v<version>`; the CI pipeline builds and publishes the standard artifacts plus the optional Desktop HQ zip. Version bumps follow [Semantic Versioning](https://semver.org/). See [`docs/RELEASING.md`](docs/RELEASING.md) and [`README.md`](README.md) for commands.
## Design Direction
+28 -14
View File
@@ -10,16 +10,16 @@ The central design goal is simple:
| | |
| --- | --- |
| ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalks, street lamps, and signage](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Venue overview: the El Capitan Entertainment Centre facade with six Ionic columns, red banners and stone steps](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) |
| ![Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard](docs/screenshots/05-late-night-avenue.png) | ![Night shift: guard flashlight cutting through the dark](docs/screenshots/06-night-flashlight.png) |
| ![Wand screening at The Joke Shop: false alarm on keys](docs/screenshots/07-wand-screening.png) | ![Escalation HUD at L3 with body camera armed and reaction log](docs/screenshots/08-escalation-hud.png) |
| ![Body-camera timeline: formal warning, body camera on, blocking](docs/screenshots/09-body-camera-timeline.png) | ![Prop gallery: the six generated street-furniture models on a studio backdrop](docs/screenshots/10-prop-gallery.png) |
| ![Precision walk at the venue steps with the HUD chip visible](docs/screenshots/11-precision-walk.png) | ![The Joke Shop: a narrow brick alley with shuttered windows, a warm wall lantern and a dumpster](docs/screenshots/12-joke-shop.png) |
| ![Precision walk at the venue steps with the HUD chip visible](docs/screenshots/11-precision-walk.png) | ![The Joke Shop: a black Sunset Strip club under its signature canopy at night](docs/screenshots/12-joke-shop.png) |
| ![Late-night TV studio arrival: stone facade, bulb canopy, black car and barriers](docs/screenshots/13-studio-arrival.png) | |
*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.*
precision walk, the Joke Shop's Sunset Strip frontage, the TV Studio arrival, and the prop lineup.*
## ⬇️ Downloads
@@ -38,9 +38,13 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest: v0.8.1** — normal radio reports now send correctly, on top of the
> v0.8.0 tutorial/campaign/resume pass and the v0.7.x judge, Desktop HQ, venue
> and gear work.
> **Latest published: v0.9.5** — the texture and material refinement pass:
> 256² NPC maps, a four-times fabric weave without baked AO blotches, repair of
> the Walk of Fame terrazzo band and awning stripe, and per-phase skyline haze,
> on top of the v0.9.4 NPC visual optimization, the Hollywood/Joke Shop maps and
> the v0.9.3 UI/accessibility polish.
>
> **Current source: v0.9.5** — tagged and built from the same commit.
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
@@ -53,14 +57,15 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup.
If you are here to develop or test locally instead of downloading, jump to
[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 + GDScript): a procedural Hollywood Boulevard entrance, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
The project is under active development. The design and architecture are documented, and a playable prototype vertical slice exists (Godot 4 + GDScript): a stylized El Capitan Entertainment Centre block, a first-person guard, simulated NPCs with intents and reactions, the six-level escalation model, access inspection and admission decisions, radio calls with credibility checks, reputation, crowd mood, and an end-of-shift review.
## Game Overview
A typical shift lasts 10–15 minutes: watch the entrance and sidewalk, judge why
each person is approaching, verify access with recognition, wristbands, IDs,
tickets or credentials, and escalate only when necessary. The game rewards calm
resolution over force. The full mechanics — the three venues, the six-level
resolution over force. The venue menu splits Hollywood Boulevard into Day and
Night rows; the full mechanics — the three venues, the six-level
escalation model, and the core systems — are in
[`docs/gameplay.md`](docs/gameplay.md); the design rationale lives in
[`PLAN.md`](PLAN.md).
@@ -75,7 +80,7 @@ decisions are recorded as ADRs in [`docs/adr/`](docs/adr/).
## Tech Stack
- **Engine:** Godot 4.3 baseline (local dev verified with 4.7.2) · **Language:** GDScript
- **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/`
@@ -106,23 +111,32 @@ Full setup, every run/test/smoke command, and the controls table are in
- [`DONE.md`](DONE.md) — Completed task sections.
- [`MEMORY.md`](MEMORY.md) — Persistent session notes.
- [`CHANGELOG.md`](CHANGELOG.md) — User-facing changes by version.
- [`docs/README.md`](docs/README.md) — Documentation index and visual previews.
- [`docs/architecture.md`](docs/architecture.md) — arc42-style architecture documentation.
- [`docs/gameplay.md`](docs/gameplay.md) — Gameplay systems, venues, and the escalation model.
- [`docs/hollywood-boulevard-map.md`](docs/hollywood-boulevard-map.md) — Real-site references, game mapping and limitations for the Hollywood venue.
- [`docs/joke-shop-map.md`](docs/joke-shop-map.md) — Real-site references, game mapping and limitations for the Joke Shop / Sunset Strip venue.
- [`docs/tutorial.md`](docs/tutorial.md) — First-shift tutorial beats and rules.
- [`docs/asset-tooling.md`](docs/asset-tooling.md) — Asset pipelines, model tools, and screenshot gates.
- [`docs/getting-started.md`](docs/getting-started.md) — Setup, run/test commands, and controls.
- [`docs/development-status.md`](docs/development-status.md) — Implemented features and what's next.
- [`docs/smoke-checklist.md`](docs/smoke-checklist.md) — Manual smoke-test checklist.
- [`docs/blender-assets.md`](docs/blender-assets.md) — Blender asset library: characters, gear, props, attach points.
- [`docs/npc-visual-review.md`](docs/npc-visual-review.md) — 0.9.4 NPC baseline, acceptance criteria and ranked visual gaps; 0.9.5 texture comparison is in `docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`.
- [`docs/npc-proportion-audit.md`](docs/npc-proportion-audit.md) — NPC proportion measurements against the shared stylized guide.
- [`docs/adr/`](docs/adr/) — Architecture Decision Records.
- [`TODO.md`](TODO.md) — Active tasks plus the v1.0.0 gap analysis and milestone roadmap.
- [`TODO.md`](TODO.md) — Active tasks plus the 0.x gap analysis and milestone roadmap.
## Development Status
v0.8.0 adds the first-shift tutorial, campaign shell, checkpoint resume,
difficulty presets and an in-game Help overlay on top of the v0.7.x venue, gear,
judge and Desktop HQ work. See [`docs/development-status.md`](docs/development-status.md)
for the implemented list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual
v0.9.5 is the current source version: the completed texture and material
refinement (256² NPC maps, a 4× fabric weave with baked-AO removal, repaired
Walk of Fame/awning surfaces and per-phase skyline haze), on top of the v0.9.4
NPC visual optimization and the v0.9.3 UI/accessibility polish pass. It builds on
v0.9.2's Hollywood/Joke Shop map rebuilds, v0.9.1's Godot 4.7.2 baseline,
v0.9.0's production-quality pass, v0.8's
tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. See [`docs/development-status.md`](docs/development-status.md)
for the implemented list and [`TODO.md`](TODO.md) for the 0.x roadmap. Manual
verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md).
## Development Workflow
+208 -69
View File
@@ -3,12 +3,13 @@
Work is grouped by theme. Each item should be small enough to complete and verify on its own;
see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these plans.
## Gap Analysis and v1.0.0 Roadmap
## Gap Analysis and 0.x Roadmap
Baseline: **v0.7.2** (2026-11-01). Three playable venues, a complete escalation/access/radio
loop, shift review, a Blender character/gear/prop library, 231 headless + 94 Python tests, a
13/13 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
vertical slice, not yet a 1.0 product.
Baseline: **v0.9.5** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume,
difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete
escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python
tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong
release-candidate foundation, not yet a 0.10.0 release candidate.
### Documentation audit (completed 2026-11-01)
@@ -27,82 +28,220 @@ vertical slice, not yet a 1.0 product.
decisions (ADRs), status (`development-status.md`), roadmap (`TODO.md`), operations
(tooling/release docs).
### Gap register
### Gap register (remaining roadmap)
| Area | Current baseline | Gap to 1.0 | Risk | Milestone |
| Area | Current baseline | Remaining gap | Risk | Milestone |
| --- | --- | --- | --- | --- |
| First-hour experience | Venue menu and controls exist; no tutorial | No guided first shift, control coaching, objective recap or "what went wrong" debrief | New players bounce before the de-escalation loop lands | 0.8.0 |
| Campaign/progression | Venue selection and debug cycle | No career/venue order, unlocks, difficulty curve or persistent player progression | Shift loop feels like a tech demo rather than a game | 0.8.0 |
| Authored content | 3 venues, small event pools, one-line dialogue | Need a larger event matrix per venue, repeat/remix rules, failure/recovery events and more NPC dialogue | Repetition after a few shifts | 0.8.0 |
| NPC behavior | FSM intents, reactions, crowd/theater poses | Deeper negotiation, memory of earlier interactions, group dynamics, believable refusal/escalation edges | NPCs still feel deterministic/scripted | 0.8.0 |
| Access/evaluation | Recognition, wristbands/IDs/tickets/credentials, reputation/review | Fairness tuning, ambiguous cases, clearer evidence trail, richer grades and actionable feedback | Players cannot learn why a decision scored poorly | 0.8.0 |
| Shift lifecycle | Settings + completed-shift history persist | No mid-shift save/resume, pause-safe serialization, versioned save schema or replay | Interrupted sessions lose the run; future changes can break saves | 0.8.0 |
| Accessibility | Key remapping, gamepad, HUD font scale, shape escalation cue | Subtitles/captions, colour-independent cues, motion/audio sensitivity, text expansion, menu narration and full input alternatives need an audit | Public 1.0 cannot claim accessible play | 0.8.0–0.9.0 |
| Localization | English strings in `content/strings.en.json` | String extraction/coverage, pseudo-locale test, font fallback, text-length layout budgets and translator workflow | Text bugs and unsupported locales at release | 0.9.0 |
| Audio | Procedural crowd bed and radio crackle | Music/ambience direction, event SFX, voice/VO decision, caption hooks and mix budgets | Scene can feel silent/placeholder | 0.9.0 |
| Animation/presentation | Procedural poses, walk/idle theater, LOD impostor | More reaction/idle/negotiation poses, transitions, facial readability at portrait distance, camera-height decision | Cinematic close-ups expose the prototype layer | 0.9.0 |
| Performance/platform | 16-NPC budget measured headlessly; Compatibility default; optional Vulkan HQ | Target hardware matrix, 24-NPC profiling, draw-call/memory budgets, Web/HQ parity and frame-time regression gates | Crowded studio or Web drops frames | 0.9.0 |
| Content tooling | ScenarioFactory/.tres export, Blender manifest, asset audits | Schema validation, previews, event authoring workflow, reproducible asset rebuild notes and contributor onboarding | Content expansion becomes expensive/error-prone | 0.8.0–0.9.0 |
| QA/CI | Headless suite, smokes, screenshot compare, model-aware judge | End-to-end shift automation, full venue matrix, CI Godot-version strategy, manual judge budget and release checklist automation | Regressions escape or CI becomes non-reproducible | 0.9.0 |
| Release/legal | Tag-driven unsigned builds, Web zip, optional HQ | Signing/notarization, checksums, AI-asset provenance/licensing, credits, privacy/body-camera statement and storefront requirements | Public release blocked by trust/policy issues | 0.9.5 |
| Documentation | Layered docs consolidated; drift was found | Keep changelog/status/roadmap/ADR links synchronized per release; add contributor architecture tour | Docs become stale again | Continuous |
| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into the release candidate | 0.10.0 |
| Dialog/UI | Audited terminology, copy, button states, focus/navigation, modal close, long strings and all 21 screen captures | Keep the capture/compare/judge gate current as content changes | Low; the remaining risk is drift after new UI is added | Complete (0.9.3) |
| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping, 8,000/8,000 NPC cap | Thorough NPC silhouette/face/gear/pose/LOD optimization before visual QA | Close-up jank reduces perceived quality | Complete (0.9.4) |
| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public release cannot claim accessible play | 0.10.0 |
| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.10.0 |
| Performance/platform | 24-NPC headless budget (6.94 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.6 / 0.10.0 |
| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.10.0 |
| QA/CI | Headless suite, smokes, screenshot compare, 21/21 judge | Release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.6 / 0.10.0 |
| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.10.0 |
| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.6 / 0.10.0 |
| Future 0.x | Stable 0.x feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before release | 0.11.0+ |
## Milestone 0.9.0 — Production quality and platform readiness
**Current priority:** map optimization, the **pre-build NPC revisit**, the
**0.9.3 UI polish**, **0.9.4 NPC visual optimization** and **0.9.5 texture
refinement** passes are complete (all moved to `DONE.md` on 2026-11-02).
0.9.6 integration and the 0.10.0 release candidate are queued. The source
version is now 0.9.5.
Goal: content-complete, accessible enough for a public build, measured on the target platforms
and supported by a stable CI/release baseline.
## Patch 0.9.5 — Texture and material refinement
- [ ] Animation/presentation pass: negotiation/reaction poses and transitions, readable faces in
portrait, resolved camera height, and no coat/skirt leg clipping in normal movement.
- [ ] Audio pass: music/ambience direction, event SFX, radio/crowd mix, caption hooks and a VO
decision with production scope.
- [ ] Localization pass: all player-facing strings externalized, pseudo-locale layout test, font
fallback and a contributor translation workflow.
- [ ] Accessibility pass: subtitles/captions, colour-independent access/escalation cues, motion
and flash options, full keyboard/gamepad parity and documented assist options.
- [ ] Performance pass: profile 24 live NPCs, all venues, Web and Desktop HQ; record frame-time,
draw-call and memory budgets; add regression checks where automation is possible.
- [ ] QA pass: automated end-to-end shift for each venue, full smoke matrix, screenshot/judge
baselines, and a documented manual judge budget/model pin.
- [ ] Resolve the Godot baseline: choose one supported version (or an explicit 4.3-CI/4.7-local
matrix), align export templates and visual smoke results, and document the policy.
- [ ] Exit: production content is feature-complete, accessibility/localization acceptance criteria
pass, target hardware matrix is measured, and no P0/P1 defect remains open.
Goal: improve close-range surface and character texture quality while keeping GL
Compatibility/Web parity, deterministic assets and offline CI.
## Milestone 0.9.5 — Release candidate
### Environment textures and materials
Goal: freeze content, prove it with external players, clear release/legal blockers and verify
every distribution path.
- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
day/dusk/night skylines) at close range and in the entrance/street shots for
seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
`surfaces_joke` capture stages; no seam or UV-scale failures found.)
- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
and awning weave using the existing image/asset tooling; never overwrite a
pick, use `-vN` candidates and promote validated results. (The Walk of Fame
band now uses the paver/terrazzo texture; the neighbour awning keeps its
cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
- [x] Check UV scales and material roughness/metallic profiles; keep day/night
phase behavior and the wet-street transition intact. (Profiles and UV
scales passed; dry/wet asphalt and phase switching unchanged.)
- [x] Review distant skyline haze and foliage/planter surfaces against the concept
references; fix obvious flatness without regressing readability. (Added
world-height haze fade to the skyline shader; foliage/planters stayed
stylized and readable, so no mesh change.)
- [ ] Content lock and external playtest round (at least five first-time players); triage findings
by severity and fix all P0/P1 issues.
- [ ] Balance and fairness pass across all venues: scoring, difficulty, event weights, NPC
compliance and emergency false-positive/negative rates.
- [ ] Save migration test from 0.8/0.9 saves; verify settings, shift history and resume paths.
- [ ] Release engineering: signed/notarized macOS where possible, checksums, Windows/Linux install
smoke tests, AppImage update, Web hosting verification and Desktop HQ Vulkan fallback.
- [ ] Legal/credits review: AI-assisted asset provenance, music/SFX licenses, privacy/body-camera
language, age/content rating and storefront requirements.
- [ ] Documentation sign-off: architecture/ADR/status/TODO/changelog/README/smoke checklist all
match the release candidate; capture final gallery and run compare + judge.
- [ ] Exit: release candidate passes the manual smoke checklist on every target; no release-blocking
legal or platform issue remains.
### Character and prop textures
## Milestone 1.0.0 — Launch
- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
(No character geometry changed in the texture pass; asset/base audits pass.)
- [x] Audit library props and UI/card/icon textures at their actual screen sizes;
remove blurry/oversized or unused textures where safe. (All 21 screen-art
textures are 1280×720 and referenced; access cards are 256×128, HUD icons
64×64; no oversized or unused runtime texture found. Legacy root textures
remain only as the `generate_textures.py`/asset-test fallback.)
- [x] Run texture audits, import, and the full asset test suite; record texture memory
and triangle/draw-call impact. (Godot 263/263, Python 101/101; asset and base
audits pass; 24 NPCs = 168 meshes / 131,616 triangles / 6.94 ms. Compressed
payloads: picks 24.55 MB, UI art 22.67 MB, NPC maps 0.48 MB.)
Goal: publish a stable, documented and supportable 1.0 build.
### Visual verification
- [ ] 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.
- [x] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
judge enabled; record metric gaps and model/spend. (Run
`docs/screens/realism/2026-11-02-tex` with `z-ai/glm-5.3-flash`, one pass per
shot; mean `after` overall 1.8, lighting 2.3, materials 1.8, texture 1.2,
backdrop 2.0, characters 1.2, Pillow gap 0.306. The judge is optional and not
a CI gate; the report stays local.)
- [x] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
`diff` verdicts. (21 good / 0 bad; `screen_designs.py judge` = 21/21 match,
0 review, 0 diff.)
- [x] Capture before/after close-ups for brick, pavement, asphalt, character cloth
and skyline; document accepted trade-offs. (Committed
`docs/blender_previews/sheet_texture_refinement_0.9.5.jpg`: Walk of Fame
pavers, asphalt aggregate, limestone facade, day skyline haze and NPC cloth;
asphalt/limestone picks intentionally held, no replacement.)
- [x] Update asset docs and the changelog/status with the promoted texture versions.
(README/PLAN/architecture/status/MEMORY and the 0.9.5 changelog entry now
carry the texture results; the 0.9.5 section moved to `DONE.md` after the
release build.)
## Post-1.0 / non-blocking candidates
## Postponed — Patch 0.9.6 — Integration, performance and judge gate
Goal: integrate the UI/model/texture patches, prove the combined build on the
target paths and leave a clean release-candidate handoff.
### Integration and asset rebuild
- [ ] 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 `0.9.6` as the integration checkpoint before
the `0.10.0` release candidate.
- [ ] Exit: combined build is functionally green, visually reviewed, performance
measured and ready for the 0.10.0 content-lock/playtest phase.
## Postponed — Milestone 0.10.0 — Release candidate
Goal: freeze the feature set, prove it with external players, clear release/legal blockers and
verify every distribution path. This is the next minor release after the 0.9.x patch line.
### Content lock and external playtest
- [ ] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes
may land after the freeze.
- [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help,
accessibility settings and checkpoint/resume enabled.
- [ ] Run at least five first-time-player sessions covering the tutorial and one full venue shift;
record where players get stuck, misunderstand evidence or choose disproportionate escalation.
- [ ] Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue;
keep the rest as explicit known limitations or post-0.10 items.
- [ ] Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour
walkthrough for the release notes.
### Balance and fairness pass
- [ ] Define measurable targets for routine compliance, access-decision accuracy, peaceful
resolution, justified emergency calls and false-positive/false-negative rates.
- [ ] Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and
tune event weights, reaction tables, compliance and report strictness where targets fail.
- [ ] Review emergency calls against actual danger: no routine behavior should make emergency the
dominant winning move, and genuine threats must remain answerable.
- [ ] Verify the reputation grades, debrief explanations and campaign progression still communicate
the de-escalation-first design after tuning.
- [ ] Record the balance evidence and any deliberate exceptions in `docs/development-status.md`
or `MEMORY.md`.
### Save migration and session reliability
- [ ] Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify
migration/default-filling and a clean first launch with no files.
- [ ] Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on
an isolated user-data directory.
- [ ] Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename;
confirm fallback behavior never destroys a valid save.
- [ ] Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and
with flashlight/body-camera/door state set.
- [ ] Document save locations, schema versions, reset behavior and rollback/export instructions in
`docs/getting-started.md` and the release notes.
### Release engineering and distribution
- [ ] Run `tools/build_releases.sh` from a clean checkout and verify Linux/Windows/macOS/Web/HQ
artifact names, sizes and checksums.
- [ ] Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch,
Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
- [ ] Add a disk-space preflight and retention policy to the release/publish scripts so a full
Gitea host cannot leave a partially uploaded release.
- [ ] Verify release metadata, tag/version consistency, asset counts and download links; retain
at least the latest 0.8/0.9 releases and document older-asset pruning.
- [ ] Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly
remains a future release blocker; record the quarantine instructions either way.
### Legal, credits and platform policy
- [ ] Audit AI-assisted asset provenance and licenses; record source/model usage and any
redistribution constraints for textures, characters, props and UI art.
- [ ] Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
- [ ] Review body-camera/privacy language, mental-health-crisis representation, age/content rating
and storefront requirements; fix any release-blocking copy or content.
- [ ] Add the player-facing credits, known limitations, accessibility statement and privacy note to
the release package/README.
- [ ] Mark external legal/storefront approval as complete or explicitly block the 0.10.0 release on it.
### Documentation and visual sign-off
- [ ] Update `README.md`, `PLAN.md`, `docs/architecture.md`, ADRs, `docs/development-status.md`,
`docs/getting-started.md`, `docs/smoke-checklist.md`, `CHANGELOG.md` and this roadmap.
- [ ] Regenerate the full screenshot gallery and realism baselines after content lock; run
`check_screenshots.sh` and the pinned vision judge, recording model/spend/verdicts.
- [ ] Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
- [ ] Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
- [ ] Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.
### Release-candidate QA and exit
- [ ] Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes,
24-NPC budget smoke and release build from a clean checkout.
- [ ] Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility
settings, pause/resume, all venues and Desktop HQ fallback.
- [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or
post-0.10 work.
- [ ] Create the `v0.10.0` version bump, changelog entry and tag; build/publish the release and
verify all assets and download links.
- [ ] Exit: the release candidate is content-locked, externally played, legally reviewed,
documented, reproducibly built, and approved as the 0.10.0 release candidate.
## Future 0.x / non-blocking candidates
- [ ] Live 3D body-camera replay.
- [ ] Additional venues or seasonal events.
+37 -37
View File
@@ -28,12 +28,12 @@
"attach": "back",
"bounds_godot": {
"max": [
0.15,
0.3,
0.141
0.161,
0.296,
0.212
],
"min": [
-0.15,
-0.161,
-0.12,
-0.319
]
@@ -42,11 +42,11 @@
"materials": [
"pack_nylon",
"steel",
"plastic_black"
"denim_bag"
],
"path": "assets/models/blender/npc_gear/backpack.glb",
"triangles": 316,
"vertices": 360
"triangles": 380,
"vertices": 408
},
"beanie": {
"attach": "head",
@@ -453,7 +453,7 @@
"max": [
0.321,
1.824,
0.185
0.189
],
"min": [
-0.321,
@@ -467,8 +467,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber"
],
@@ -487,15 +487,15 @@
"accessory",
"hair"
],
"triangles": 3974,
"vertices": 3744
"triangles": 4482,
"vertices": 4260
},
"npc_coat": {
"bounds_godot": {
"max": [
0.332,
1.824,
0.185
0.189
],
"min": [
-0.332,
@@ -509,8 +509,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber"
],
@@ -528,8 +528,8 @@
"accessory",
"hair"
],
"triangles": 5026,
"vertices": 4807
"triangles": 5474,
"vertices": 5264
},
"npc_dress": {
"bounds_godot": {
@@ -550,8 +550,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber"
],
@@ -567,8 +567,8 @@
"accessory",
"hair"
],
"triangles": 4428,
"vertices": 4026
"triangles": 4900,
"vertices": 4719
},
"npc_firefighter": {
"bounds_godot": {
@@ -589,8 +589,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"hivis",
"reflective",
@@ -608,15 +608,15 @@
"accessory",
"hair"
],
"triangles": 4848,
"vertices": 4735
"triangles": 5344,
"vertices": 5494
},
"npc_guard": {
"bounds_godot": {
"max": [
0.361,
1.819,
0.185
0.189
],
"min": [
-0.361,
@@ -630,8 +630,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber",
"leather",
@@ -652,15 +652,15 @@
"accessory",
"hair"
],
"triangles": 4560,
"vertices": 4529
"triangles": 5046,
"vertices": 5096
},
"npc_hoodie": {
"bounds_godot": {
"max": [
0.326,
1.856,
0.185
0.189
],
"min": [
-0.326,
@@ -674,8 +674,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber"
],
@@ -693,15 +693,15 @@
"accessory",
"hair"
],
"triangles": 4826,
"vertices": 4504
"triangles": 5304,
"vertices": 4950
},
"npc_jacket": {
"bounds_godot": {
"max": [
0.332,
1.824,
0.185
0.189
],
"min": [
-0.332,
@@ -715,8 +715,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber"
],
@@ -734,15 +734,15 @@
"accessory",
"hair"
],
"triangles": 4394,
"vertices": 4175
"triangles": 4872,
"vertices": 4661
},
"npc_vest": {
"bounds_godot": {
"max": [
0.321,
1.819,
0.185
0.189
],
"min": [
-0.321,
@@ -756,8 +756,8 @@
"skin",
"cloth",
"pants",
"eye_white",
"accessory",
"eye_white",
"hair",
"rubber",
"hivis",
@@ -775,8 +775,8 @@
"accessory",
"hair"
],
"triangles": 4474,
"vertices": 4340
"triangles": 4980,
"vertices": 4879
},
"palm_tree": {
"bounds_godot": {
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+107 -2
View File
@@ -1,5 +1,5 @@
{
"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q polite · B camera · Tab/wheel cycle · Shift slow · G light · L lock · F debug",
"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q ask · B camera · Tab/wheel cycle · Shift slow · G light · L lock · F debug",
"radial.raise_hand": "Stop",
"radial.eye_contact": "Look",
"radial.point": "Point",
@@ -100,5 +100,110 @@
"tutorial.radio": "Open the assistance radio and submit a short report.",
"tutorial.review": "Finish the shift and review what happened.",
"tutorial.completed": "Tutorial complete.",
"tutorial.skipped": "Tutorial skipped."
"ui.inspect_actions": "A = admit · D = refuse entry",
"ui.wand_actions": "A = admit · D = refuse entry",
"ui.radio_send_assist": "Send request",
"ui.radio_send_emergency": "Send emergency",
"ui.radio_hold_hint": "Hold the button for %.1fs",
"ui.radio_cancelled": "Call not sent — hold the button to confirm.",
"ui.radio_holding": "Holding… %.0f%%",
"ui.review_return_menu": "Return to menu",
"ui.quit_game": "Quit game",
"ui.apply_settings": "Apply settings",
"tutorial.skipped": "Tutorial skipped.",
"ui.settings_title": "Settings",
"ui.settings_invert": "Invert vertical look",
"ui.settings_head_bob": "Head bob and camera motion",
"ui.settings_difficulty": "Difficulty / pacing",
"ui.settings_reduce_motion": "Reduce motion",
"ui.settings_captions": "Captions / subtitles",
"ui.settings_replay": "Replay tutorial",
"ui.settings_reset_campaign": "Reset campaign",
"ui.settings_controls_help": "Controls (click a binding, then press a key or pad button)",
"ui.settings_cancel": "Cancel",
"ui.settings_reset_title": "Reset campaign",
"ui.settings_reset_confirm": "Clear campaign progress and restart from the Hollywood Boulevard shift?",
"ui.settings_replay_title": "Replay tutorial",
"ui.settings_replay_confirm": "Replay the tutorial from the Hollywood Boulevard shift? The current shift will end.",
"ui.settings_press": "Press…",
"ui.pause_title": "Paused",
"ui.pause_resume": "Resume",
"ui.pause_restart": "Restart shift",
"ui.pause_settings": "Settings",
"ui.pause_menu": "Quit to menu",
"ui.pause_hint": "Esc resumes",
"ui.help_title": "Help",
"ui.help_filter": "Filter controls…",
"ui.help_close": "Close",
"help.control_move": "Movement: W/A/S/D · mouse look · Shift precision walk",
"help.control_focus": "Focus: crosshair cone · Tab / mouse wheel cycles nearby people",
"help.control_wheel": "Action wheel: Space or left click · A/D or arrows step · Space confirms",
"help.control_access": "Inspect access: E · Wand: C · Ask: Q",
"help.control_escalate": "Warning: 4 · Blocking: 5 · Security radio: 6",
"help.control_emergency": "Emergency radio: R, hold the on-screen button to confirm",
"help.control_tools": "Body camera: B · Flashlight: G · Door lock: L",
"help.control_misc": "Pause: Esc · Debug overlay: F",
"ui.start_title": "GIG LINE",
"ui.start_subtitle": "Pick a venue to start your shift.",
"ui.start_help": "Help",
"ui.start_settings": "Settings",
"ui.start_hint": "Up/Down to choose · Enter to start · Esc to quit",
"ui.campaign_complete": "Campaign complete — pick any venue for a free shift.",
"ui.campaign_status": "Campaign shift %d · next: %s",
"ui.continue_shift": "Continue shift — %s",
"ui.campaign_complete_short": "Campaign complete",
"ui.radio_location_placeholder": "Location (e.g. front steps)",
"ui.radio_location_default": "front entrance",
"ui.radio_description_placeholder": "Describe the person and their behavior",
"ui.radio_weapon": "Weapon seen",
"ui.radio_danger": "Danger level: ",
"ui.radio_cancel": "Cancel",
"ui.radio_target": "Target: %s",
"ui.radio_title_emergency": "EMERGENCY RADIO",
"ui.radio_title_assist": "RADIO DISPATCH",
"hud.mode": "Door: %s · Light: %s",
"hud.door_locked": "LOCKED",
"hud.door_open": "open",
"hud.light_on": "on",
"hud.light_off": "off",
"hud.rec": "REC",
"hud.cam_clock": "SHIFT %02d:%02d:%02d",
"hud.shift_status": "shift %02d:%02d phase %s\nrep %.0f crowd %.0f%%",
"hud.inspect_text": "ACCESS INSPECTION\n\nAccess check — %s\nGranted: %s",
"hud.wand_text": "Wand check — %s\nAlert: %s",
"hud.wand_items": "Carried items: %s",
"hud.yes": "YES",
"hud.no": "NO",
"hud.wand_none": "none",
"review.title": "Shift Review",
"review.venue": "Venue: %s",
"review.policy": "Policy: %s",
"review.grade": "Grade: %s Score: %.0f/100",
"review.history": "Shifts on record: %d · best score: %.0f · grades seen: %s",
"review.incidents": "Incidents handled: %d (peaceful %d)",
"review.npcs": "NPCs encountered: %d",
"review.radio": "Radio battery: %.0f%% emergency cooldown: %.0fs",
"review.crowd": "Crowd mood: %.0f%% (panic: %s)",
"review.highlights": "Highlights:",
"review.modifier": " %s (%s) %s",
"review.continue_campaign": "Continue campaign",
"review.campaign_complete": "Campaign complete. Free-play venues remain available.",
"review.campaign_next": "Campaign shift %d complete · next: %s",
"venue.hollywood.label": "Hollywood Boulevard",
"venue.hollywood.blurb": "Building entrance, tourists and late-night trouble.",
"venue.hollywood_day.label": "Hollywood Boulevard — Day",
"venue.hollywood_day.blurb": "El Capitan entrance in daylight: tourists, performers and routine traffic.",
"venue.hollywood_night.label": "Hollywood Boulevard — Night",
"venue.hollywood_night.blurb": "The same entrance after dark: banners lit, late crowd, harder to read.",
"venue.joke.label": "The Joke Shop",
"venue.joke.blurb": "Guest list, IDs and wand screening.",
"venue.studio.label": "Late Night TV Studio",
"venue.studio.blurb": "Credentials, filming boundary, celebrity arrivals.",
"hud.reasons": "Reasons: %s",
"hud.issues": "Issues: %s",
"hud.wand_suspicious": "The wand alerts on a suspicious item (%s).",
"hud.wand_ask": "Ask the guest to identify it before deciding.",
"hud.wand_harmless": "The wand alerts on a harmless item (%s).",
"hud.wand_false": "Likely a false alarm — keys, belt, or phone.",
"hud.wand_clear": "No alert. The guest appears clear."
}
+73 -2
View File
@@ -18,6 +18,12 @@ display_name = "Tourist"
temperament = 0.1
base_compliance = 0.9
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
context_lines = {
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
"reason": ["Just getting a photo of the entrance.", "I'm meeting friends here."],
"recognition": ["You remember me from the tour, right?"],
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."]
}
[sub_resource type="Resource" id="Resource_qe635"]
script = ExtResource("2_7qk8j")
@@ -27,6 +33,11 @@ npc_type = 3
temperament = 0.2
base_compliance = 0.85
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
context_lines = {
"deescalation": ["Oh, I understand. I'll check with the box office."],
"reason": ["I thought this was the box office.", "I'm looking for the event entrance."],
"refusal": ["I'm sure the event is here. Let me check my phone."]
}
[sub_resource type="Resource" id="Resource_u5nrp"]
script = ExtResource("2_7qk8j")
@@ -34,6 +45,9 @@ id = "delivery"
display_name = "Delivery Worker"
npc_type = 10
dialogue_lines = Array[String](["Where should I leave this?"])
context_lines = {
"reason": ["Drop-off for the venue. Where should I leave it?"]
}
[sub_resource type="Resource" id="Resource_dsavb"]
script = ExtResource("2_7qk8j")
@@ -49,6 +63,9 @@ reactions_by_level = {
3: 30
}
}
context_lines = {
"reason": ["Just doing my act; I'll keep the sidewalk clear."]
}
[sub_resource type="Resource" id="Resource_sexiy"]
script = ExtResource("2_7qk8j")
@@ -79,6 +96,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
context_lines = {
"reason": ["Filming a quick clip for my channel."]
}
[sub_resource type="Resource" id="Resource_ghqd8"]
script = ExtResource("2_7qk8j")
@@ -101,6 +121,9 @@ reactions_by_level = {
}
}
reaction_delay = 1.8
context_lines = {
"reason": ["Looking for my friends. I think they went inside."]
}
[sub_resource type="Resource" id="Resource_g8peq"]
script = ExtResource("2_7qk8j")
@@ -139,6 +162,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
context_lines = {
"reason": ["Meeting a friend inside. I'll only be a minute.", "Just cutting through."]
}
[sub_resource type="Resource" id="Resource_4xl5p"]
script = ExtResource("2_7qk8j")
@@ -178,6 +204,9 @@ reactions_by_level = {
}
}
reaction_delay = 2.4
context_lines = {
"reason": ["I just need a quiet minute.", "I'm waiting for someone."]
}
[sub_resource type="Resource" id="Resource_y6282"]
script = ExtResource("2_7qk8j")
@@ -213,6 +242,9 @@ reactions_by_level = {
7: 30
}
}
context_lines = {
"reason": ["Back off. This doesn't concern you."]
}
[sub_resource type="Resource" id="Resource_75a0r"]
script = ExtResource("2_7qk8j")
@@ -250,6 +282,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
context_lines = {
"reason": ["We're demonstrating on the public sidewalk.", "This is a peaceful protest."]
}
[sub_resource type="Resource" id="Resource_ix35t"]
script = ExtResource("2_7qk8j")
@@ -263,6 +298,9 @@ default_reactions = {
0: 100
}
}
context_lines = {
"reason": ["I'm on staff. I'm checking the entrance.", "Crew check-in; I'm working tonight."]
}
[sub_resource type="Resource" id="Resource_0mcg3"]
script = ExtResource("2_7qk8j")
@@ -281,12 +319,15 @@ default_reactions = {
2: 12
}
}
context_lines = {
"reason": ["I'm on the guest list. Here's my ID.", "A friend invited me; I have a ticket."]
}
[resource]
script = ExtResource("3_lvgx2")
id = "hollywood_building"
display_name = "Hollywood Boulevard Building"
description = "Steps and entrance of a private building off Hollywood Boulevard."
display_name = "El Capitan Entertainment Centre"
description = "The historic 1921 Masonic Temple at 6840 Hollywood Boulevard, now the El Capitan Entertainment Centre."
access_policy = SubResource("Resource_xf4wh")
equipment = Array[String](["wristband_policy", "flashlight", "radio"])
locations = {
@@ -371,6 +412,33 @@ event_pool = Array[Dictionary]([{
"time_range_s": Vector2(300, 800)
}, {
"base_weight": 1.0,
"id": "late_tourist",
"intent": "photo",
"kind": "routine",
"npc_type": 0,
"phase": 3,
"probability": 0.22,
"time_range_s": Vector2(700, 900)
}, {
"base_weight": 1.0,
"id": "late_guest",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"phase": 3,
"probability": 0.2,
"time_range_s": Vector2(700, 900)
}, {
"base_weight": 1.0,
"id": "late_trespasser",
"intent": "trespass",
"kind": "routine",
"npc_type": 5,
"phase": 3,
"probability": 0.14,
"time_range_s": Vector2(700, 900)
}, {
"base_weight": 1.0,
"hint": "hint.body_camera_reason",
"id": "building_filming_boundary",
"intent": "film",
@@ -459,3 +527,6 @@ shift_phases = {
"start_s": 700.0
}
}
door_staff_lines = {
"wristband_check": ["Wristband, please.", "I need to see your event wristband."]
}
+32
View File
@@ -22,6 +22,12 @@ display_name = "Tourist"
temperament = 0.1
base_compliance = 0.9
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
context_lines = {
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
"reason": ["Just getting a photo of the entrance.", "I'm meeting friends here."],
"recognition": ["You remember me from the tour, right?"],
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."]
}
[sub_resource type="Resource" id="Resource_r873e"]
script = ExtResource("2_l60ad")
@@ -31,6 +37,11 @@ npc_type = 3
temperament = 0.2
base_compliance = 0.85
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
context_lines = {
"deescalation": ["Oh, I understand. I'll check with the box office."],
"reason": ["I thought this was the box office.", "I'm looking for the event entrance."],
"refusal": ["I'm sure the event is here. Let me check my phone."]
}
[sub_resource type="Resource" id="Resource_3xy2u"]
script = ExtResource("2_l60ad")
@@ -46,6 +57,9 @@ reactions_by_level = {
3: 30
}
}
context_lines = {
"reason": ["Just doing my act; I'll keep the sidewalk clear."]
}
[sub_resource type="Resource" id="Resource_50i1h"]
script = ExtResource("2_l60ad")
@@ -76,6 +90,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
context_lines = {
"reason": ["Filming a quick clip for my channel."]
}
[sub_resource type="Resource" id="Resource_nsw77"]
script = ExtResource("2_l60ad")
@@ -98,6 +115,9 @@ reactions_by_level = {
}
}
reaction_delay = 1.8
context_lines = {
"reason": ["Looking for my friends. I think they went inside."]
}
[sub_resource type="Resource" id="Resource_20knl"]
script = ExtResource("2_l60ad")
@@ -136,6 +156,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
context_lines = {
"reason": ["Meeting a friend inside. I'll only be a minute.", "Just cutting through."]
}
[sub_resource type="Resource" id="Resource_rivis"]
script = ExtResource("2_l60ad")
@@ -171,6 +194,9 @@ reactions_by_level = {
7: 30
}
}
context_lines = {
"reason": ["Back off. This doesn't concern you."]
}
[sub_resource type="Resource" id="Resource_1dvkp"]
script = ExtResource("2_l60ad")
@@ -184,6 +210,9 @@ default_reactions = {
0: 100
}
}
context_lines = {
"reason": ["I'm on staff. I'm checking the entrance.", "Crew check-in; I'm working tonight."]
}
[sub_resource type="Resource" id="Resource_7wsm0"]
script = ExtResource("2_l60ad")
@@ -202,6 +231,9 @@ default_reactions = {
2: 12
}
}
context_lines = {
"reason": ["I'm on the guest list. Here's my ID.", "A friend invited me; I have a ticket."]
}
[resource]
script = ExtResource("3_voh88")
+44
View File
@@ -22,6 +22,12 @@ display_name = "Tourist"
temperament = 0.1
base_compliance = 0.9
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
context_lines = {
"deescalation": ["Okay, I'll move to the sidewalk.", "Sorry, I'll put the camera away."],
"reason": ["Just getting a photo of the entrance.", "I'm meeting friends here."],
"recognition": ["You remember me from the tour, right?"],
"refusal": ["I just want a photo, I'm not staying.", "I didn't know this entrance was restricted."]
}
[sub_resource type="Resource" id="Resource_lmn2c"]
script = ExtResource("2_g7rkt")
@@ -31,6 +37,11 @@ npc_type = 3
temperament = 0.2
base_compliance = 0.85
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
context_lines = {
"deescalation": ["Oh, I understand. I'll check with the box office."],
"reason": ["I thought this was the box office.", "I'm looking for the event entrance."],
"refusal": ["I'm sure the event is here. Let me check my phone."]
}
[sub_resource type="Resource" id="Resource_if2cj"]
script = ExtResource("2_g7rkt")
@@ -38,6 +49,9 @@ id = "delivery"
display_name = "Delivery Worker"
npc_type = 10
dialogue_lines = Array[String](["Where should I leave this?"])
context_lines = {
"reason": ["Drop-off for the venue. Where should I leave it?"]
}
[sub_resource type="Resource" id="Resource_t47d3"]
script = ExtResource("2_g7rkt")
@@ -53,6 +67,9 @@ reactions_by_level = {
3: 30
}
}
context_lines = {
"reason": ["Just doing my act; I'll keep the sidewalk clear."]
}
[sub_resource type="Resource" id="Resource_j2mp5"]
script = ExtResource("2_g7rkt")
@@ -83,6 +100,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
context_lines = {
"reason": ["Filming a quick clip for my channel."]
}
[sub_resource type="Resource" id="Resource_uscqg"]
script = ExtResource("2_g7rkt")
@@ -105,6 +125,9 @@ reactions_by_level = {
}
}
reaction_delay = 1.8
context_lines = {
"reason": ["Looking for my friends. I think they went inside."]
}
[sub_resource type="Resource" id="Resource_8aovb"]
script = ExtResource("2_g7rkt")
@@ -143,6 +166,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
context_lines = {
"reason": ["Meeting a friend inside. I'll only be a minute.", "Just cutting through."]
}
[sub_resource type="Resource" id="Resource_owl7s"]
script = ExtResource("2_g7rkt")
@@ -182,6 +208,9 @@ reactions_by_level = {
}
}
reaction_delay = 2.4
context_lines = {
"reason": ["I just need a quiet minute.", "I'm waiting for someone."]
}
[sub_resource type="Resource" id="Resource_rnay4"]
script = ExtResource("2_g7rkt")
@@ -217,6 +246,9 @@ reactions_by_level = {
7: 30
}
}
context_lines = {
"reason": ["Back off. This doesn't concern you."]
}
[sub_resource type="Resource" id="Resource_lhp4m"]
script = ExtResource("2_g7rkt")
@@ -254,6 +286,9 @@ reactions_by_level = {
}
}
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
context_lines = {
"reason": ["We're demonstrating on the public sidewalk.", "This is a peaceful protest."]
}
[sub_resource type="Resource" id="Resource_s8tjd"]
script = ExtResource("2_g7rkt")
@@ -267,6 +302,9 @@ default_reactions = {
0: 100
}
}
context_lines = {
"reason": ["I'm on staff. I'm checking the entrance.", "Crew check-in; I'm working tonight."]
}
[sub_resource type="Resource" id="Resource_ii8kq"]
script = ExtResource("2_g7rkt")
@@ -285,6 +323,9 @@ default_reactions = {
2: 12
}
}
context_lines = {
"reason": ["I'm on the guest list. Here's my ID.", "A friend invited me; I have a ticket."]
}
[resource]
script = ExtResource("3_jd45y")
@@ -476,3 +517,6 @@ shift_phases = {
"start_s": 700.0
}
}
door_staff_lines = {
"ticket_check": ["Ticket, credential, or guest-list confirmation, please.", "I need your ticket or guest-list confirmation."]
}
+36
View File
@@ -0,0 +1,36 @@
# Gig Line Documentation
This folder holds the project documentation, visual references and generated QA evidence.
## Start here
- [`../PLAN.md`](../PLAN.md) — product and game-design plan
- [`gameplay.md`](gameplay.md) — controls, venues and escalation
- [`joke-shop-map.md`](joke-shop-map.md) — Sunset Strip real-site mapping
- [`tutorial.md`](tutorial.md) — first-shift tutorial beats
- [`architecture.md`](architecture.md) — arc42 system architecture
- [`getting-started.md`](getting-started.md) — setup, run/test commands and controls
- [`asset-tooling.md`](asset-tooling.md) — image/model pipelines and screenshot gates
- [`npc-visual-review.md`](npc-visual-review.md) — NPC visual baseline, acceptance criteria and ranked gaps
- [`npc-proportion-audit.md`](npc-proportion-audit.md) — NPC proportion ratios and stylized guide results
- [`development-status.md`](development-status.md) — implemented features and current gaps
- [`smoke-checklist.md`](smoke-checklist.md) — manual verification
- [`ui-copy.md`](ui-copy.md) — screen, copy and button inventory
- [`RELEASING.md`](RELEASING.md) — export, CI and publishing workflow
- [`adr/README.md`](adr/README.md) — architecture decisions
## Visual references
- [`screens/README.md`](screens/README.md) — concepts, designs, screenshots and realism runs
- [`blender_previews/README.md`](blender_previews/README.md) — character/gear/prop previews
- [`screenshots/README.md`](screenshots/README.md) — committed game gallery
- [`screen-design-report.md`](screen-design-report.md) — latest screen-design judge result
## Quick preview
| Reference | Screenshot |
| --- | --- |
| Venue design | <img src="screens/designs/venue_overview.png" width="320" alt="Venue overview design"> |
| Current entrance | <img src="screenshots/01-venue-overview.png" width="320" alt="In-game venue overview"> |
| Character sheet | <img src="blender_previews/sheet_npc.jpg" width="320" alt="NPC character sheet"> |
| Prop sheet | <img src="blender_previews/sheet_props.jpg" width="320" alt="Prop asset sheet"> |
+11 -9
View File
@@ -12,11 +12,11 @@ time you export, either:
matching templates), or
- Install them manually from the
[Godot downloads](https://godotengine.org/download/) page by placing the
`Godot_v4.3-stable_export_templates.tpz` contents into
`~/.local/share/godot/export_templates/4.3.stable/`.
`Godot_v4.7.2-stable_export_templates.tpz` contents into
`~/.local/share/godot/export_templates/4.7.2.stable/`.
The templates must match the editor binary you use locally. CI pins Godot 4.3;
the local development machine uses 4.7.2 with its matching templates. Verify with:
The templates must match the editor binary you use locally. CI and local
development both use Godot 4.7.2 with its matching templates. Verify with:
```bash
godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
@@ -31,7 +31,7 @@ godot --headless --export-release "Linux" build/gig-line-smoke.x86_64
The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
- Every push/PR runs the **checks** job: Godot 4.3 install, project import, and the
- Every push/PR runs the **checks** job: Godot 4.7.2 install, project import, and the
full headless test suite. This is the fast safety net.
- **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the
**build** job: export templates install, import, `tools/build_releases.sh` for
@@ -63,10 +63,12 @@ setup, so do not rely on it.
> artifacts. If CI publishing fails again, run
> `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`.
> **No `actions/cache` for now:** the runner has no local actions-cache service, so
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import
> is only ~4s). If a host admin later enables Gitea `[cache.actions]` with a cache
> server, the step can be reintroduced.
> **Godot cache evaluation:** Gitea Actions cache was tested for the Godot binary and
> trimmed 4.7.2 templates. Restores worked intermittently, but cache saves timed out
> in `CreateCacheEntry` / were rejected as reserved by another job. The cache steps
> were removed because they added restore/save overhead without a reliable hit.
> Revisit when the host's Gitea Actions cache service is healthy; otherwise keep
> downloading the binary/templates directly.
> The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old
> `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan
+20
View File
@@ -0,0 +1,20 @@
# Architecture Decision Records
Each ADR records the context, decision, consequences and alternatives for a durable architecture choice.
## Decisions
- [0001-venue-driven-simulation-architecture](0001-venue-driven-simulation-architecture.md)
- [0002-de-escalation-first-escalation-model](0002-de-escalation-first-escalation-model.md)
- [0003-explicit-access-verification-system](0003-explicit-access-verification-system.md)
- [0004-local-single-player-first](0004-local-single-player-first.md)
- [0005-event-based-incident-recording](0005-event-based-incident-recording.md)
- [0006-godot-4-gdscript](0006-godot-4-gdscript.md)
- [0007-locomotion-and-input-layers](0007-locomotion-and-input-layers.md)
- [0008-cone-focus-and-head-ring](0008-cone-focus-and-head-ring.md)
- [0009-radial-action-menu](0009-radial-action-menu.md)
- [0010-procedural-npc-presentation](0010-procedural-npc-presentation.md)
- [0011-aim-free-selection-and-precision-walk](0011-aim-free-selection-and-precision-walk.md)
- [0012-surface-materials-and-generated-props](0012-surface-materials-and-generated-props.md)
- [0013-blender-authored-npc-characters](0013-blender-authored-npc-characters.md)
- [0014-runtime-image-root](0014-runtime-image-root.md)
+12 -10
View File
@@ -25,7 +25,7 @@ This document follows the structure of the arc42 architecture documentation temp
## 2. Constraints
- The first implementation should be small enough for a playable vertical slice.
- The engine is Godot 4 with GDScript; a playable prototype vertical slice is implemented. CI pins Godot 4.3 while local development is verified with 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build.
- The engine is Godot 4.7.2 with GDScript; a playable prototype vertical slice is implemented. CI, local development and exported builds use 4.7.2; the default renderer stays GL Compatibility for Web parity, with an optional Forward+ Desktop HQ build.
- Venue-specific policies must be configurable rather than hard-coded into individual NPCs.
- The game must preserve the de-escalation-first design described in [`PLAN.md`](../PLAN.md).
- The project uses the repository workflow described in [`AGENTS.md`](../AGENTS.md).
@@ -37,7 +37,7 @@ This document follows the structure of the arc42 architecture documentation temp
- **MINOR** — new venues, NPC archetypes, systems, or features that are backward compatible.
- **PATCH** — bug fixes and small polish that do not change behavior.
The single source of truth for the version is `config/version` in `project.godot` (currently `0.8.1`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-1.0, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
The single source of truth for the version is `config/version` in `project.godot` (currently `0.9.5`). Each release is tagged in git as `v<version>` (e.g. `v0.6.0`). The `0.x` series is pre-stable, so MINOR bumps may introduce breaking changes while the prototype is still stabilizing. `tools/build_releases.sh` and `tools/publish_release.sh` read the version from `project.godot`, so bumping it there is the only required step before a release. The full bump checklist lives in [`RELEASING.md`](RELEASING.md).
## 3. Context and Scope
@@ -154,6 +154,7 @@ reputation, crowd reaction and shift review read it rather than resolving gamepl
2. `GameManager` loads the matching `VenueScenario` and keeps the guard/UI state.
3. `WorldBuilder` rebuilds only `world_root` from `VENUE_SPECS`, including geometry, props and the navigation mesh.
4. Shift state, NPCs and incidents are reset for the new venue; phase lighting and the door state are reapplied.
5. The menu's **Hollywood Night** row resolves to `hollywood_building`, then sets `ShiftCoordinator.phase_offset_s` so elapsed time starts at 0 but phase lookup starts at `LATE`. The offset is part of the checkpoint snapshot, so a resumed night shift stays at night.
### Asset fallback
@@ -180,7 +181,7 @@ reputation, crowd reaction and shift review read it rather than resolving gamepl
## 7. Deployment View
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI pins Godot 4.3 while local development is verified with 4.7.2, so the light falloff path is version-adaptive until the baseline is unified.
The game is a single-player local client containing presentation, simulation, rules, content, and persistence for local settings and shift results. No online backend is required. A non-threaded Web export ships alongside the desktop builds and can be served from any static host without special headers. The default renderer is GL Compatibility; an optional Desktop HQ zip uses Forward+ with volumetric fog/SDFGI on Vulkan-capable desktops. CI, local development and exported builds use Godot 4.7.2; the light-falloff code keeps a compatibility branch for older editors but the supported baseline is unified.
Future options include external analytics, cloud saves, or replay sharing, but they are not part of the current architecture.
@@ -188,7 +189,7 @@ Future options include external analytics, cloud saves, or replay sharing, but t
A continuous-integration pipeline keeps the headless test suite green on every change and publishes tagged releases.
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.3, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
- **Workflow:** `.gitea/workflows/build.yml` runs on pushes, pull requests, tags, and manual dispatches. The `checks` job installs Godot 4.7.2, imports the project, and runs `res://src/test/test_runner.gd`; it fails on a non-zero exit code or any `SCRIPT ERROR` in the output.
- **Build job:** runs for tags and manual dispatches. It installs export templates, exports Linux/Windows/macOS and the non-threaded Web build, packages the NSIS installer, Linux AppImage and optional Desktop HQ zip, verifies the installer contents, and uploads the artifacts.
- **Publish job:** tag builds call `tools/publish_release.sh` to create the Gitea release and upload the standard artifacts plus the optional Desktop HQ zip. The script uses `GITEA_TOKEN` when configured and otherwise reuses the runner's checkout extraheader credentials.
- **Hosting:** the repository lives on Gitea (`https://git.allucanget.biz/zwitschi/security-game`). Export templates must match the pinned Godot version; macOS builds are unsigned and need quarantine guidance or notarization for wider distribution.
@@ -219,6 +220,7 @@ The release process is: bump the version, run the full test suite and `tools/che
- **Asset provenance and AI usage:** AI-assisted images/concepts are development inputs only; validated outputs are committed, audited and loaded through the same runtime asset contracts. Generated content must not become an offline/CI dependency.
- **Campaign and checkpoint state:** `Campaign` owns venue order/progression; settings, campaign, completed shift history and a versioned pause checkpoint are separate JSON documents. The checkpoint snapshots coordinator systems, scheduler RNG and NPC presentation/access state; it deliberately does not serialize the tutorial overlay or transient input state.
- **Difficulty:** easy/normal/hard only scale spawn pacing, NPC compliance tolerance and report-credibility strictness; access/escalation rules and emergency rarity are invariant.
- **Settings and accessibility:** volume/motion/caption settings persist through `settings.json`; Help is generated from the input-binding catalogue and the HUD log is the text caption surface. CI/release, local development and exported builds are unified on Godot 4.7.2.
- **Documentation ownership:** `PLAN.md` owns design intent; `docs/gameplay.md` owns playable mechanics; `docs/architecture.md` owns system boundaries, data flow, constraints and cross-cutting decisions; ADRs own decision history; `docs/development-status.md` owns the implemented/gap list; `TODO.md` owns the roadmap; `MEMORY.md` owns gotchas and open questions. Specialized docs link to these rather than becoming competing sources of truth.
## 9. Architecture Decisions
@@ -251,7 +253,7 @@ Architecture decisions are recorded as ADRs:
| Testability | Access and escalation rules can be tested independently of presentation. |
| Accessibility | Core actions are available through clear input alternatives and readable feedback. |
| Reliability | A fresh checkout, missing optional asset, invalid AI key, or unavailable Forward+ renderer must not prevent a normal Compatibility/Web/headless boot. |
| Performance | A busy venue should hold its budget at the target NPC cap on desktop and Web; the current 16-NPC check is a baseline, not a 1.0 guarantee. |
| Performance | A busy venue should hold its budget at the target NPC cap on desktop and Web; the current 24-NPC check is a baseline, not a release guarantee. |
| Documentation integrity | Every released version has a changelog entry, current status/roadmap, and architecture/ADR references that match the build. |
## 11. Risks and Technical Debt
@@ -263,12 +265,12 @@ Architecture decisions are recorded as ADRs:
- Mental-health-crisis scenarios require careful writing, playtesting, and respectful presentation.
- The choice of engine may affect navigation, crowd scale, tooling, and content authoring.
- Reference mockups can outpace the runtime art style; compare/judge catch gross drift but not composition errors, so the staged gallery needs human review after large visual changes.
- Godot version skew (CI 4.3 vs local 4.7.2) can change lighting, import sidecars and generated UIDs; a single supported version and a visual smoke matrix are required before 1.0.
- Godot 4.7.2 is the unified CI/local/project baseline; future engine bumps still require import, visual and export smoke checks before changing that baseline.
- Content volume and authoring tools are still thin; adding venues/events by editing the factory can become error-prone without schema validation and preview tooling.
- Save data currently covers settings and shift history, not mid-shift resume; adding saves/replays requires a versioned schema and migration policy.
- The optional judge and image-generation paths depend on an external key, model availability and budget; CI cannot make them a release gate, and keys must never be committed.
- Accessibility and localization coverage is partial; a 1.0 release needs subtitles/captions, colour-independent cues, remapping, text expansion tests and at least a documented localization workflow.
- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public 1.0.
- Accessibility and localization coverage is partial; a public release needs subtitles/captions, colour-independent cues, remapping, text expansion tests and at least a documented localization workflow.
- Unsigned macOS builds, AI asset provenance and any storefront/legal requirements are release blockers for a public release.
- Documentation drift has already occurred (release version, implemented status and obsolete plan docs); the ownership map and roadmap must be kept current in the same change as the implementation.
## 12. Documentation Consolidation and Ownership
@@ -289,7 +291,7 @@ architecture document.
| [`docs/RELEASING.md`](RELEASING.md) | Release checklist and CI/publishing steps | Deployment appendix to §7 |
| [`docs/smoke-checklist.md`](smoke-checklist.md) | Manual verification script | QA appendix to §10 |
| [`docs/development-status.md`](development-status.md) | Implemented features and current gaps | Status companion to the roadmap |
| [`TODO.md`](../TODO.md) | Active tasks and v1.0.0 roadmap | Planning source; no architecture duplication |
| [`TODO.md`](../TODO.md) | Active tasks and 0.x roadmap | Planning source; no architecture duplication |
| [`CHANGELOG.md`](../CHANGELOG.md) | User-facing release history | Release/version companion |
Consolidation decisions:
@@ -297,7 +299,7 @@ Consolidation decisions:
- **Architecture owns the "how"** (components, contracts, data flow, constraints, quality gates); **PLAN/gameplay own the "what"**; **ADRs own the "why"**. Links replace duplicated prose.
- **Asset and release documents remain separate** because they are command-heavy operational procedures; their architecture-relevant contracts and failure modes are summarized in §5 and §7.
- **Completed plans are removed, not kept as competing roadmaps.** Historical graphics work is summarized by ADR-0013, the asset pipeline section and the v0.6.0 changelog; new work belongs in TODO.
- **Status and roadmap are separate from architecture.** `docs/development-status.md` records what exists; `TODO.md` records what remains, including the v1.0.0 gap analysis and milestone exit criteria.
- **Status and roadmap are separate from architecture.** `docs/development-status.md` records what exists; `TODO.md` records what remains, including the 0.x gap analysis and milestone exit criteria.
- **Documentation drift is a tracked risk:** release/version, test counts, renderer status, and stale plans must be corrected in the same commit as the change that invalidates them.
## 13. Glossary
+84 -21
View File
@@ -104,8 +104,11 @@ python3 tools/npc_pipeline.py palette
```
`prepare` resizes the AI fabric tiles (kept locally in `assets/textures/npc/ai/`,
which is gitignored) onto the `cloth`/`pants` albedos; `build` bakes them into the
`.glb` and regenerates the procedural normal + packed ORM maps. `palette` writes
which is gitignored) onto the 256² `cloth`/`pants` albedos; `build` bakes them into
the `.glb` and regenerates the procedural normal + packed ORM maps at the same
256² size. Runtime fabric materials repeat the weave 4× (`NPC_FABRIC_UV_SCALE`)
and skip the per-character baked AO, which otherwise magnified into large
blotches; skin, hair and fixed gear keep AO. `palette` writes
`assets/textures/npc/palette.json` using `model_pipeline.dominant_colors`.
## Blender asset library (loaded by the game)
@@ -196,17 +199,75 @@ and ranks them by advertised token/image price. The run falls through the list
on provider/model errors and aborts on an invalid key. Use
`GIG_LINE_JUDGE_MODEL` or `--model <id>` for a pinned comparison.
`capture_realism.gd` runs six stages (day, portrait, evening, late, Joke Shop, studio);
`--stages=day,late` limits it while tuning; `--flashlight` turns on the guard lamp for
night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one NPC on open sidewalk
and frames the face, which is the only capture that can judge avatar detail
(`--portrait-type=N` picks a role). The generated realism runs under
`capture_npc_review.gd` is the pre-build NPC gate: it stages all eight
library character models at portrait, conversation and crowd distance on both
promoted maps in day and night lighting, with the normal crowd hidden. It uses
the review-only `NpcAvatar.character_override` to include the guard model, which
has no spawned NPC role:
```bash
godot --path . --script res://src/test/capture_npc_review.gd -- \
--out=res://tmp/npc-review
```
Contact sheets can be assembled from the files (the output is local QA and is
not committed). The runtime applies small attach-space offsets to the lanyard
and firefighter helmet so the badge clears the jacket and the brim does not sit
over the eyes; these are `NpcAvatar.GEAR_OFFSETS`, not changes to the gear
contract.
`tools/npc_proportions.py` checks the eight character GLBs against the shared
height/head/shoulder/hip/torso/leg/arm/foot guide; the current results are in
[`npc-proportion-audit.md`](npc-proportion-audit.md). It reads the exported GLBs
and does not require Blender.
`capture_npc_baseline.gd` is the 0.9.4 neutral baseline: eight characters ×
front/three-quarter/profile/back/full-body/crowd = 48 frames with a fixed
camera, studio lighting and no venue/HUD/animation. The raw PNGs stay in
`tmp/`; `tools/npc_baseline.py sheet` builds the committed contact sheet, and
`tools/npc_baseline.py compare --before DIR --after DIR` builds the review
comparison after a model change. See
[`npc-visual-review.md`](npc-visual-review.md).
```bash
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-baseline
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
```
`capture_realism.gd` runs nine stages in this order: day, Hollywood surface close-ups,
portrait, evening, late, Joke Shop day, Joke Shop surface close-ups, Joke Shop night,
studio; `--stages=day,late` limits it while tuning; `--flashlight` turns on the guard
lamp for night stages (used by the Desktop HQ A/B). The `portrait` shot freezes one
NPC on open sidewalk and frames the face, which is the only capture that can judge
avatar detail (`--portrait-type=N` picks a role). For the 0.9.5 texture audit, run
the surface stages directly; the HUD is hidden for them:
```bash
godot --path . --script res://src/test/capture_realism.gd \
-- --out=res://tmp/surfaces --stages=surfaces,surfaces_joke
```
The generated realism runs under
`docs/screens/realism/` are **local, gitignored QA artifacts**; commit only the
resulting decisions/docs, not the run folders. The texture-adoption run compared
the pre-adoption captures with the current build: on the shots both sets captured,
the judge's like-for-like means rose on every sub-score (overall 0.8 → 1.0,
backdrop 0.6 → 1.6) and the Pillow metric gap fell 0.444 → 0.348. The character
pass added the portrait shot and recorded the new faces, hands and sleeve cuffs.
resulting decisions/docs, not the run folders. The 0.9.5 texture/UI audit checked actual screen sizes: all screen art is
1280×720, access cards are 256×128 and HUD icons are 64×64; no runtime texture
was oversized or unused. The 24-NPC smoke now reports 168 meshes / 131,616
triangles / 6.94 ms. Compressed payloads are 24.55 MB of surface picks, 22.67 MB
of screen art and 0.48 MB of NPC maps.
The 0.9.5 realism judge ran once per shot with `z-ai/glm-5.3-flash`
(`python3 tools/scene_concepts.py realism --run docs/screens/realism/2026-11-02-tex
--judge`). Its mean `after` scores were overall 1.8, lighting 2.3, materials 1.8,
texture detail 1.2, backdrop 2.0 and characters 1.2; the Pillow metric gap was
0.306. The judge still ranks the painted concept targets above the stylized build,
particularly lit night facades and dense backdrop detail. That is expected: the
pass validated close-range surfaces and promoted the texture repairs, not a
photoreal renderer. The 0.9.5 before/after close-up sheet is
[`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg);
the texture-adoption run itself was the earlier 0.8-style candidate comparison,
and its report remains local/gitignored.
The Forward+ A/B compared the Compatibility entrance with the optional Desktop HQ
preset. The gear-fit run checked the sunglasses, bag and helmet against measured
head/skirt bounds with `python3 tools/blender_assets.py fit`; it also fixed the
@@ -244,6 +305,9 @@ python3 tools/screen_designs.py generate --draft --only wand --force
# (requires OPENROUTER_API_KEY)
python3 tools/screen_designs.py generate
# UI-state gallery (menu, pause, settings, review, radio, wheel, crowd, responder)
godot --path . --script res://src/test/capture_ui_states.gd -- --out=res://docs/screenshots
# Prop gallery (studio line-up) for close-range prop checks
godot --path . --script res://src/test/capture_prop_gallery.gd
@@ -259,12 +323,11 @@ python3 tools/screen_designs.py judge --only 03- # one capture
python3 tools/screen_designs.py judge --dry-run # build requests, no network
```
The catalogue covers 21 screens: the eleven README captures plus the start menu,
pause overlay, settings, shift review, radial menu, emergency radio, wand
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
body-camera timeline, and the escalation HUD. All 21 have an AI reference in
`assets/images/ui/` (snapshot in `docs/screens/designs/`); the eleven screens with
staged captures are also compared or judged against the running game.
The catalogue covers 21 screens: the thirteen scene captures plus the start menu,
pause overlay, settings, shift review, radial menu, emergency radio, crowd panic,
and responder arrival. All 21 have an AI reference in `assets/images/ui/`
(snapshot in `docs/screens/designs/`) and a committed capture, so every entry is
compared or judged against the running game.
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
frame, and large layout/palette/detail distance. It is a regression gate, not a
@@ -278,8 +341,8 @@ 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`.
`src/test/capture_screenshots.gd` and `src/test/capture_ui_states.gd`.
For a one-command drift check, run `tools/check_screenshots.sh`. It renders the
staged captures and prop gallery into `docs/screenshots/` (using `xvfb-run` when
no display is available) and then runs `screen_designs.py compare`.
scene captures, UI-state captures and prop gallery into `docs/screenshots/` (using
`xvfb-run` when no display is available) and then runs `screen_designs.py compare`.
+24 -8
View File
@@ -5,7 +5,10 @@ Architecture context: the asset contracts and fallback path are summarized in
Status: built, audited, and integrated (2026-11-01). `NpcAvatar` selects the
character variants and attaches the gear; `WorldBuilder` loads the prop library
with colliders and phase-driven emissives.
with colliders and phase-driven emissives. The 0.9.4 neutral baseline and its
acceptance criteria are in [`npc-visual-review.md`](npc-visual-review.md);
the committed 8 × 6 contact sheet is
[`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
Generator: [`tools/blender_assets.py`](../tools/blender_assets.py). Manifest (the
source of truth for integration):
@@ -87,12 +90,16 @@ All eight use the `npc_base` contract, so each one can replace
`test_character_joints_line_up_with_npc_base` checks this within 1 cm, so the
animation proxies in `_build_skinned_body()` stay valid.
- material slots `skin`, `cloth`, `pants`, `accessory`, `hair` carry the same
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps, so
`Materials.npc_slot()` tints them the same way it tints `npc_base`.
- budget ≤ 6000 triangles and ≤ 5000 vertices (glTF vertex count, after seam
splits; `CHAR_MAX_VERTS` in `tools/blender_assets.py`, raised from 4000 for
the 2026-11-01 face/hand pass). The current range is 3,974–5,026 triangles
and 3,744–4,807 vertices.
neutral `assets/textures/npc/<slot>_{albedo,normal}.png` maps at 256², so
`Materials.npc_slot()` tints them the same way it tints `npc_base`. Cloth and
pants repeat the weave 4× (`NPC_FABRIC_UV_SCALE`) and intentionally skip the
per-character baked AO; skin, hair and fixed gear keep it.
- budget ≤ **8,000 triangles and ≤ 8,000 glTF vertices** for the eight library
variants (vertex count after seam splits; `CHAR_MAX_TRIS`/`CHAR_MAX_VERTS` in
`tools/blender_assets.py`, raised from 6,000/5,000 on 2026-11-02). The frozen
`npc_base` fallback keeps its original 6,000/4,000 contract. The current range
is 4,482–5,474 triangles and 4,260–5,494 vertices, leaving room for the
remaining grip and clothing detail.
Construction: the torso and limbs are one continuous Skin-modifier mesh,
subdivided twice, decimated to 26 % with X symmetry, and cut at the waist, cuffs,
@@ -141,6 +148,10 @@ attach point:
The character previews in `sheet_npc.jpg` are built by importing the gear at
exactly these points, which gives a quick visual check of the convention.
`NpcAvatar.GEAR_OFFSETS` applies two final-context nudges after attachment:
the lanyard moves 4 cm forward so its badge clears the jacket, and the
firefighter helmet moves 3 cm up so its brim sits above the eyes. The
`fit` report remains an asset-space measurement of the untouched GLBs.
## Props
@@ -170,7 +181,7 @@ carry baked AO and the shared neutral material maps described above.
- `python3 tools/blender_assets.py audit`: container, `POSITION`/`NORMAL`/
`TEXCOORD_0`, UVs in [0, 1], no zero-area triangles (Godot warns about them
during LOD generation), budgets (characters 6000/5000, gear 1500, props 4000
during LOD generation), budgets (library characters 8000/8000, base fallback 6000/4000, gear 1500, props 4000
triangles), grounding, and an editable `.blend`. For characters it also
checks skinning, bones, slots, the `npc_base` mesh node and the height.
- `tools/test_blender_assets.py`: catalogue and contract consistency with
@@ -193,3 +204,8 @@ carry baked AO and the shared neutral material maps described above.
the legs through the hem.
- Preview colours (`PREVIEW_TINTS`) only stand in for `outfit_for()`. The GLBs
stay neutral.
- The 0.9.4 baseline found three P1 portrait issues. The tourist's photo prop
now only appears in photo/film poses and the backpack straps were refit as
flattened chest bands; the face is still shallow/faceted at portrait range.
The full ranked list, measurements and before/after sheet are in
[`npc-visual-review.md`](npc-visual-review.md).
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@@ -0,0 +1,69 @@
# Blender Previews
Committed contact sheets and local Blender renders for the character, gear and prop library. Individual PNGs are development previews and are gitignored; the sheets are tracked.
## Image previews
| Preview | File |
| --- | --- |
| <img src="a_frame_sign.png" width="280" alt="a_frame_sign.png"> | [`a_frame_sign.png`](a_frame_sign.png) |
| <img src="backpack.png" width="280" alt="backpack.png"> | [`backpack.png`](backpack.png) |
| <img src="beanie.png" width="280" alt="beanie.png"> | [`beanie.png`](beanie.png) |
| <img src="bench.png" width="280" alt="bench.png"> | [`bench.png`](bench.png) |
| <img src="bollard.png" width="280" alt="bollard.png"> | [`bollard.png`](bollard.png) |
| <img src="camera.png" width="280" alt="camera.png"> | [`camera.png`](camera.png) |
| <img src="cap.png" width="280" alt="cap.png"> | [`cap.png`](cap.png) |
| <img src="clipboard.png" width="280" alt="clipboard.png"> | [`clipboard.png`](clipboard.png) |
| <img src="crowd_barrier.png" width="280" alt="crowd_barrier.png"> | [`crowd_barrier.png`](crowd_barrier.png) |
| <img src="cup.png" width="280" alt="cup.png"> | [`cup.png`](cup.png) |
| <img src="double_door.png" width="280" alt="double_door.png"> | [`double_door.png`](double_door.png) |
| <img src="fire_hydrant.png" width="280" alt="fire_hydrant.png"> | [`fire_hydrant.png`](fire_hydrant.png) |
| <img src="firefighter_helmet.png" width="280" alt="firefighter_helmet.png"> | [`firefighter_helmet.png`](firefighter_helmet.png) |
| <img src="flashlight.png" width="280" alt="flashlight.png"> | [`flashlight.png`](flashlight.png) |
| <img src="handrail.png" width="280" alt="handrail.png"> | [`handrail.png`](handrail.png) |
| <img src="hood.png" width="280" alt="hood.png"> | [`hood.png`](hood.png) |
| <img src="lanyard.png" width="280" alt="lanyard.png"> | [`lanyard.png`](lanyard.png) |
| <img src="marquee.png" width="280" alt="marquee.png"> | [`marquee.png`](marquee.png) |
| <img src="newspaper_box.png" width="280" alt="newspaper_box.png"> | [`newspaper_box.png`](newspaper_box.png) |
| <img src="npc_casual.png" width="280" alt="npc_casual.png"> | [`npc_casual.png`](npc_casual.png) |
| <img src="npc_coat.png" width="280" alt="npc_coat.png"> | [`npc_coat.png`](npc_coat.png) |
| <img src="npc_dress.png" width="280" alt="npc_dress.png"> | [`npc_dress.png`](npc_dress.png) |
| <img src="npc_firefighter.png" width="280" alt="npc_firefighter.png"> | [`npc_firefighter.png`](npc_firefighter.png) |
| <img src="npc_guard.png" width="280" alt="npc_guard.png"> | [`npc_guard.png`](npc_guard.png) |
| <img src="npc_hoodie.png" width="280" alt="npc_hoodie.png"> | [`npc_hoodie.png`](npc_hoodie.png) |
| <img src="npc_jacket.png" width="280" alt="npc_jacket.png"> | [`npc_jacket.png`](npc_jacket.png) |
| <img src="npc_vest.png" width="280" alt="npc_vest.png"> | [`npc_vest.png`](npc_vest.png) |
| <img src="palm_tree.png" width="280" alt="palm_tree.png"> | [`palm_tree.png`](palm_tree.png) |
| <img src="phone.png" width="280" alt="phone.png"> | [`phone.png`](phone.png) |
| <img src="planter_box.png" width="280" alt="planter_box.png"> | [`planter_box.png`](planter_box.png) |
| <img src="protest_sign.png" width="280" alt="protest_sign.png"> | [`protest_sign.png`](protest_sign.png) |
| <img src="radio.png" width="280" alt="radio.png"> | [`radio.png`](radio.png) |
| <img src="round_planter.png" width="280" alt="round_planter.png"> | [`round_planter.png`](round_planter.png) |
| <img src="scba_tank.png" width="280" alt="scba_tank.png"> | [`scba_tank.png`](scba_tank.png) |
| <img src="security_podium.png" width="280" alt="security_podium.png"> | [`security_podium.png`](security_podium.png) |
| <img src="sedan.png" width="280" alt="sedan.png"> | [`sedan.png`](sedan.png) |
| <img src="sheet_npc.jpg" width="280" alt="sheet_npc.jpg"> | [`sheet_npc.jpg`](sheet_npc.jpg) |
| <img src="sheet_npc_baseline.jpg" width="280" alt="sheet_npc_baseline.jpg"> | [`sheet_npc_baseline.jpg`](sheet_npc_baseline.jpg) |
| <img src="sheet_npc_baseline_compare-p1.jpg" width="280" alt="sheet_npc_baseline_compare-p1.jpg"> | [`sheet_npc_baseline_compare-p1.jpg`](sheet_npc_baseline_compare-p1.jpg) |
| <img src="sheet_npc_baseline_compare-body.jpg" width="280" alt="sheet_npc_baseline_compare-body.jpg"> | [`sheet_npc_baseline_compare-body.jpg`](sheet_npc_baseline_compare-body.jpg) |
| <img src="sheet_npc_baseline_compare-face.jpg" width="280" alt="sheet_npc_baseline_compare-face.jpg"> | [`sheet_npc_baseline_compare-face.jpg`](sheet_npc_baseline_compare-face.jpg) |
| <img src="sheet_npc_baseline_compare-torso.jpg" width="280" alt="sheet_npc_baseline_compare-torso.jpg"> | [`sheet_npc_baseline_compare-torso.jpg`](sheet_npc_baseline_compare-torso.jpg) |
| <img src="sheet_npc_baseline_compare-face-detail.jpg" width="280" alt="sheet_npc_baseline_compare-face-detail.jpg"> | [`sheet_npc_baseline_compare-face-detail.jpg`](sheet_npc_baseline_compare-face-detail.jpg) |
| <img src="sheet_npc_hands_compare.jpg" width="280" alt="sheet_npc_hands_compare.jpg"> | [`sheet_npc_hands_compare.jpg`](sheet_npc_hands_compare.jpg) |
| <img src="sheet_npc_hands_grip_compare.jpg" width="280" alt="sheet_npc_hands_grip_compare.jpg"> | [`sheet_npc_hands_grip_compare.jpg`](sheet_npc_hands_grip_compare.jpg) |
| <img src="sheet_npc_baseline_compare-shoes.jpg" width="280" alt="sheet_npc_baseline_compare-shoes.jpg"> | [`sheet_npc_baseline_compare-shoes.jpg`](sheet_npc_baseline_compare-shoes.jpg) |
| <img src="sheet_npc_baseline_compare-tex256.jpg" width="280" alt="sheet_npc_baseline_compare-tex256.jpg"> | [`sheet_npc_baseline_compare-tex256.jpg`](sheet_npc_baseline_compare-tex256.jpg) |
| <img src="sheet_npc_baseline_compare-texuv.jpg" width="280" alt="sheet_npc_baseline_compare-texuv.jpg"> | [`sheet_npc_baseline_compare-texuv.jpg`](sheet_npc_baseline_compare-texuv.jpg) |
| <img src="sheet_texture_refinement_0.9.5.jpg" width="280" alt="sheet_texture_refinement_0.9.5.jpg"> | [`sheet_texture_refinement_0.9.5.jpg`](sheet_texture_refinement_0.9.5.jpg) |
| <img src="sheet_npc_gear.jpg" width="280" alt="sheet_npc_gear.jpg"> | [`sheet_npc_gear.jpg`](sheet_npc_gear.jpg) |
| <img src="sheet_props.jpg" width="280" alt="sheet_props.jpg"> | [`sheet_props.jpg`](sheet_props.jpg) |
| <img src="shoulder_bag.png" width="280" alt="shoulder_bag.png"> | [`shoulder_bag.png`](shoulder_bag.png) |
| <img src="stanchion.png" width="280" alt="stanchion.png"> | [`stanchion.png`](stanchion.png) |
| <img src="street_lamp.png" width="280" alt="street_lamp.png"> | [`street_lamp.png`](street_lamp.png) |
| <img src="street_tree.png" width="280" alt="street_tree.png"> | [`street_tree.png`](street_tree.png) |
| <img src="sunglasses.png" width="280" alt="sunglasses.png"> | [`sunglasses.png`](sunglasses.png) |
| <img src="traffic_cone.png" width="280" alt="traffic_cone.png"> | [`traffic_cone.png`](traffic_cone.png) |
| <img src="trash_bin.png" width="280" alt="trash_bin.png"> | [`trash_bin.png`](trash_bin.png) |
| <img src="umbrella.png" width="280" alt="umbrella.png"> | [`umbrella.png`](umbrella.png) |
| <img src="wall_lantern.png" width="280" alt="wall_lantern.png"> | [`wall_lantern.png`](wall_lantern.png) |
| <img src="wand.png" width="280" alt="wand.png"> | [`wand.png`](wand.png) |
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Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder
- Godot 4.7.2 project scaffold, input map, procedural world builder (CI/local/release unified)
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **249 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
- Three authored scenarios (El Capitan Entertainment Centre / Hollywood Boulevard, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **263 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, input remaps, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility, authored scenario content, string formatting, `.tres` venue round-trip, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material, player movement, NPC character layers/LOD/queue, input bindings)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
@@ -38,14 +38,44 @@ Implemented so far:
- Web build: `build/gig-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
- Aim-free selection pass (v0.3.0 work, [ADR-0011](adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing.
- Visual alignment: start/venue menu, pause, settings, shift review, radio, wand, inspection, timeline, HUD target chip/escalation bar, and radial menu now use or match their AI references in `assets/images/ui/`. The runtime art loader (`src/game/ui/art.gd`) falls back cleanly when a file is missing. The wand panel lists the guest's carried items, and multiline HUD/wand strings render real line breaks.
- NPC neck/shoulder transition (0.9.4 work): the body graph now uses a fuller neck base, a slightly tapered neck top and a lower shoulder root, giving the head/neck/shoulder line a trapezius slope instead of a thin post. The full character library was rebuilt with a final degenerate-face cleanup; the baseline comparison is `sheet_npc_baseline_compare-body.jpg`.
- NPC face-depth pass (0.9.4 work): sclera are recessed and capped by a thin upper lid, and the separate jaw/cheek spheres are replaced by a chin plate and cheekbones sculpted into the head mesh. The full library was rebuilt; the comparison is `sheet_npc_baseline_compare-face.jpg`.
- NPC torso/hip transition (0.9.4 work): the pelvis and chest are slightly wider than the waist, giving shirts and jackets a readable taper into the hips without changing the build multipliers or the skeleton. The comparison is `sheet_npc_baseline_compare-torso.jpg`.
- Release v0.9.4 (2026-11-02): the tagged commit `a57b86c` passed the Gitea checks and full build and published seven artifacts (Linux, Windows, macOS, NSIS setup, AppImage, Web and Desktop HQ). Release page: <https://git.allucanget.biz/zwitschi/security-game/releases/tag/v0.9.4>.
- Environment texture pass (0.9.5 work): `capture_realism.gd` now has hidden-HUD `surfaces`/`surfaces_joke` close-up stages. The Walk of Fame band uses the paver texture as dark terrazzo, the neighbour awning keeps its cream stripe, and the skyline shader blends its lower 42 m toward a per-phase haze colour. Brick, asphalt, limestone and paver UV scales/profiles passed without replacement.
- Texture/prop audit (0.9.5 work): all 21 screen-art textures are 1280×720 and referenced; access cards are 256×128 and HUD icons 64×64. No oversized or unused runtime texture was found; the legacy root textures remain only as the texture-generator/asset-test fallback. The 24-NPC smoke now reports 168 meshes, 131,616 triangles and 6.94 ms (50 ms budget); compressed payload is 24.55 MB of surface picks, 22.67 MB of screen art and 0.48 MB of NPC maps.
- NPC texture pass (0.9.5 work): the NPC base and all eight library characters now use 256² albedo/normal/ORM maps instead of 128². Cloth and pants use `NPC_FABRIC_UV_SCALE` (4× weave) and skip the baked per-character AO, removing the large blotchy patches in portraits; skin, hair and gear keep baked AO. The base and eight GLBs plus AO maps were rebuilt; the 24-NPC smoke remains green.
- Texture visual verification (0.9.5 work): the nine-stage realism run used `z-ai/glm-5.3-flash` once per shot; mean `after` scores were overall 1.8, lighting 2.3, materials 1.8, texture detail 1.2, backdrop 2.0 and characters 1.2, with a Pillow metric gap of 0.306. The judge remains an optional review aid, not a CI gate. The committed before/after close-up sheet is [`blender_previews/sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg); it records that the paver/Walk of Fame and NPC fabric repairs are visible, while asphalt, limestone and skyline picks held without a replacement. `tools/check_screenshots.sh` passed 21 good / 0 bad and the screen-design judge passed 21/21 match with 0 review.
- NPC visual optimization (0.9.4, complete 2026-11-02): all eight variants passed the portrait/readability, proportion, gear, foot/shoe, headgear and final-context gates. The library uses an 8,000-triangle / 8,000-glTF-vertex cap (up from 6,000/5,000; `npc_base` fallback remains 6,000/4,000); current characters measure 4,482–5,474 triangles and 4,260–5,494 vertices. The 48-frame baseline and 96-frame final-context review pass, the hand/gear offset and shoes are in, and the accepted stylized limits are documented in `npc-visual-review.md`.
- NPC face-detail pass (0.9.4 work): ala wings and a smaller nose bridge/tip, one rounded mouth slot, and a darker ear concha; all eight rebuilt. The comparison is `sheet_npc_baseline_compare-face-detail.jpg`.
- NPC headgear clearance (0.9.4 work): the 96-frame final-context review after the face-detail pass confirms the cap, firefighter helmet, hood and sunglasses clear the refined brow and eyes; no gear rebuild was needed.
- NPC footwear pass (0.9.4 work): casual shoes gained rounded toe and heel caps; responder/firefighter boots gained matching toe/heel volumes while retaining the black rubber boot language. All eight rebuilt; comparison `sheet_npc_baseline_compare-shoes.jpg`.
- NPC hand-item grip (0.9.4 work): runtime `HAND_ITEM_FORWARD` moves every hand gear 4 cm forward from the wrist proxy, so phone, cup, clipboard, camera, flashlight, wand and radio sit in the open palm instead of partly inside it. The open-hand/no-finger-rig limit is accepted for this stylized release; the comparison is `sheet_npc_hands_grip_compare.jpg`.
- NPC hand pass (0.9.4 work): wider, shallower palms; four two-segment bent fingers with rounded tips and a separate bent thumb; optional `--view=hand` capture at 0.80 m. The hand comparison is `sheet_npc_hands_compare.jpg`; the forward offset is in and the open-palm limit is accepted.
- NPC proportion audit (0.9.4 work): `tools/npc_proportions.py` measures all eight GLBs against a stylized height/head/shoulder/hip/torso/leg/arm/foot guide. All variants pass; the head and broad-build silhouettes are the nearest upper bounds. Results are in [`npc-proportion-audit.md`](npc-proportion-audit.md).
- NPC P1 portrait fixes (0.9.4 work): tourists now hide their photo-pose camera bag outside `photo`/`film` poses, removing the duplicate-backpack silhouette; the backpack gear was rebuilt with flattened, forward chest straps and a fresh AO map. The before/after sheet is [`blender_previews/sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg); the remaining face/hand work was closed under the 0.9.4 acceptance limits.
- NPC visual baseline (0.9.4 work): `src/test/capture_npc_baseline.gd` captures all eight library characters from front, three-quarter, profile, back, full-body and crowd views in a neutral studio (48 frames). The criteria, measurements and ranked gaps are in [`npc-visual-review.md`](npc-visual-review.md); the committed sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg). No model changes were made in this baseline step.
- UI-state capture pass (0.9.3 work): `src/test/capture_ui_states.gd` adds committed captures 14–21 for the start menu, pause, settings, shift review, emergency radio, action wheel, crowd panic and responder arrival. Every one of the 21 catalogue entries now has a current-build capture; `tools/check_screenshots.sh` reports 21 good / 0 bad and the automatic judge reports 21/21 match, 0 diff. Crowd panic and responder arrival are staged presentation frames, not gameplay changes.
- Realism adoption (post-v0.6.0): v2 per-phase skylines and surface tiles with normal maps, retuned sun/exposure/fog, wet asphalt, denser foliage, a visible additive flashlight beam, and refreshed staging captures. `tools/check_screenshots.sh` is the repeatable capture/compare gate; judge is clean of `diff` verdicts.
- Input/reliability fixes: selecting a venue releases the start-menu input lock and recaptures the mouse; the body-camera overlay no longer covers the shift status. Mouse look now reads at `_input`, restores capture on window focus/click-back, and the HUD is mouse-transparent. Normal radio reports submit on click; emergency calls still require the hold-to-confirm path.
- Production-quality pass (v0.9.0): mixer/accessibility settings, audio volume clamping, 24-NPC budget smoke, shortened coat/dress stride, and a unified Godot 4.7.2 CI/local support baseline with documented upgrade/rollback requirements.
- Campaign and first-hour pass (v0.8.0): campaign progression, checkpoint resume, difficulty presets, a searchable Help overlay, recovery events, contextual dialogue, policy/debrief lines and tutorial/replay/skip. Scripted QA bypasses the tutorial unless `--tutorial` is passed.
- Tutorial pass (0.8.0 work): the eight-beat first shift is wired through a non-blocking prompt overlay, a safe compliant visitor, real wheel/inspection/warning/radio panels, persisted completion/skip and a Settings replay action. Scripted tests/captures bypass it unless `--tutorial` is passed; `smoke_tutorial.gd` covers the full flow.
- Vision judge (v0.7.2): discovers the cheapest current OpenRouter image+JSON model, reports the model/fallbacks used, and clears the full screen-design judge (13/13 match, 0 diff).
- Desktop HQ (v0.7.1): optional Forward+ Windows/Linux zip with volumetric fog, SDFGI and a volumetric flashlight; the default Compatibility/Web builds and headless tests gate the effect off. A/B captures are generated locally under `docs/screens/realism/` (gitignored).
- Venue geometry (v0.7.0): the Joke Shop now builds as a narrow brick alley with a warm wall lantern, shutters, dumpster/AC clutter and no skyline; the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
- Hollywood landmark map (map optimization): the default venue is now a stylized reconstruction of 6840 Hollywood Blvd (the 1921 Masonic Temple / El Capitan Entertainment Centre) with a six-column Ionic portico, eight stone steps, Masonic parapet motto and medallions, three red event banners, central and side entrances, the El Capitan Theatre and east retail neighbours, the Ovation Hollywood arcade opposite, the Walk of Fame terrazzo and a four-lane boulevard with red kerb paint. The facade uses the shared limestone/stone material; the whole venue measures **58,884 triangles across 409 meshes** in the map-budget test. The venue menu exposes separate **Day** and **Night** Hollywood rows; the night row resolves to the same scenario with a late-phase offset, so its whole shift stays after dark. Real-site references and the geometry mapping are in [`hollywood-boulevard-map.md`](hollywood-boulevard-map.md).
- Day/night scenery variants (map optimization): the Hollywood row in the venue menu is split into Day and Night entries, with localized names/blurbs. The night entry uses `ShiftCoordinator.phase_offset_s` to start a full-length shift in `LATE` while the clock still starts at 00:00; the scheduler reads the offset time so late-night routine traffic and the late violent-threat event still fire, and the offset round-trips through checkpoints. Three `LATE` routine events keep the night street populated. Local lights were retuned from constant falloff to linear attenuation so sconces pool instead of flooding the stone.
- Joke Shop / Sunset Strip map (map optimization): the second venue is now a stylized reconstruction of The Comedy Store block at 8433 Sunset Blvd, with a 27 m black hall, signature-covered sloping canopy, circular **THE JOKE SHOP** blade sign, red velvet curtain bays, a west-end entrance, cream and white low-rise neighbours, a dry hillside with stucco houses and palms behind the roofline, and a low retail/billboard frontage across Sunset. The same geometry serves day and late lighting through the phase system. Real-site references and limits are in [`joke-shop-map.md`](joke-shop-map.md); the map measures **22,680 triangles across 454 meshes** in the budget test.
- Venue geometry (v0.7.0, Joke Shop frontage superseded by the map-optimization pass): the TV Studio builds a stone facade, bulb canopy, glossy black car and barrier line. `WorldBuilder.VENUE_SPECS` drives facade/street/nav dimensions, and `GameManager` rebuilds only the world container when the venue changes.
- Gear fit (post-v0.6.0): Blender gear is measured against the avatar head/skirt silhouette and the checks run in both the Python tooling and the headless suite. Sunglasses, the shoulder bag and the firefighter helmet were fitted to the new faces; the Influencer portrait and gallery were recaptured with a before/after report.
- End-to-end interaction pass (0.9.3 work): `smoke_ui_flows.gd` drives inspection allow/deny, normal vs emergency radio, Help filtering, wand allow/deny and review return-to-menu in the real scene; campaign and timeline smokes cover review continue and timeline round-trips.
- Destructive-action pass (0.9.3 work): reset campaign and tutorial replay share a guarded confirmation dialog (one open instance, one emission, Cancel is inert); emergency send remains hold-to-confirm with no post-submit double-fire. Covered by session/radio tests and recorded in `docs/ui-copy.md`.
- Font/layout pass (0.9.3 work): HUD font scale was exercised at 0.75× and 1.75×; the target chip measures and caps scaled names, top labels clip, and shared action buttons ellipsize long 1.5–2× labels instead of overflowing. Covered by accessibility/button tests and recorded in `docs/ui-copy.md`.
- Modal-close pass (0.9.3 work): one top-modal close path handles Esc/right-click for every overlay, Settings opened from the menu restores the menu, Help no longer opens Pause behind it, and pointer/guard freeze state is recaptured after each close. The session smoke covers these paths.
- Keyboard/gamepad focus pass (0.9.3 work): `UiFocus` rings wrap through visible/enabled controls, hidden Continue and disabled timeline actions are skipped, each modal has a default focus, and A/B are bound to `ui_accept`/`ui_cancel` for pad-only navigation. Recorded in `docs/ui-copy.md`.
- Button-state pass (0.9.3 work): a shared `UiStyles` helper now gives every action button explicit normal, hover, pressed, focus and disabled styles; the timeline disables Previous/Next at its boundaries, while hidden continue states and the keyboard-only tutorial skip remain intentional. Recorded in `docs/ui-copy.md`.
- Dialogue pass (0.9.3 work): NPC reason answers now use the authored `reason` context, with an in-character answer for every shared archetype; Hollywood and Studio gained door-staff lines; radio cancellation, tutorial Ask terminology, help, start hints and campaign reset copy were clarified. Audit recorded in `docs/ui-copy.md`.
- Pre-build NPC review (2026-11-02): all eight library characters were staged at portrait, conversation and crowd distance on Hollywood and the Joke Shop, in day and night lighting, with the normal crowd hidden (`src/test/capture_npc_review.gd`). No P0 issues were found. Two P1 gear-fit issues were fixed with runtime attach offsets: the authorized-guest lanyard badge now clears the jacket and the firefighter helmet sits above the eyes. Backpack straps, caps, hands and the intentionally low-poly faces were accepted for the stylized target; close-range flashlight wash remains an optional-lighting follow-up. The 24-NPC budget stayed at 6.94 ms, the gallery passed 13 good / 0 bad and the screen-design judge stayed 13/13, and a clean portrait scored a 0.732 vision gap against the photoreal concept.
Current gaps for v1.0.0: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, signed/notarized release packaging, and a unified Godot baseline. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
Current gaps for the 0.x release line: deeper authored content/dialogue, animation and audio production, localization/accessibility expansion, 24-NPC/platform profiling, external playtesting, and signed/notarized release packaging. The full gap analysis and milestone plan live in [`TODO.md`](../TODO.md); the current architecture and documentation ownership map are in [`docs/architecture.md`](architecture.md).
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## Game Overview
A typical shift lasts 10–15 minutes. The player:
A typical shift lasts 10–15 minutes. The first-person camera stays at the gameplay height of 1.7 m; the concept frames use a lower ~1.55 m reference camera, but gameplay readability and body-camera framing take priority. The player:
1. Watches the entrance, steps, queue, and surrounding sidewalk.
2. Determines why each person is approaching.
@@ -20,15 +20,22 @@ The first shift starts with an in-game tutorial covering movement/look, focus cy
## Venues
### Hollywood Boulevard Building
### El Capitan Entertainment Centre (6840 Hollywood Blvd)
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.
The map is a stylized reconstruction of the real building and block; the
reference notes and geometry mapping are in
[`hollywood-boulevard-map.md`](hollywood-boulevard-map.md). The venue menu
offers the same map as **Hollywood Boulevard — Day** and **Hollywood Boulevard
— Night**; the night variant starts directly in the late phase instead of
waiting for the shift clock.
The original scenario places the guard at the top of the eight stone steps outside the historic Masonic Temple / El Capitan Entertainment Centre on Hollywood Boulevard. Tourists, street performers, influencers, confused visitors, intoxicated pedestrians, trespassers, people experiencing a mental-health crisis, and rare violent threats may approach the entrance.
Authorized people must either be recognized by the guard or present a valid wristband. Wristbands can have different colors, patterns, dates, or event markings. They may be valid, expired, counterfeit, or missing.
### The Joke Shop
The Joke Shop is a narrow brick alley with a recessed door, shuttered windows, a warm wall lantern, a dumpster and wall-mounted AC clutter. 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.
The Joke Shop is a Sunset Strip comedy club inspired by the real Comedy Store at 8433 Sunset Blvd: a black hall under a deep signature-covered canopy, a circular blade sign, red velvet curtains, a west-end entrance, neighbouring low-rise frontage and a dry hillside of houses behind. The real-site mapping is in [`joke-shop-map.md`](joke-shop-map.md). The door person checks IDs, tickets, reservations, and guest-list status, then uses a handheld security wand according to venue policy. The player must interpret wand alerts rather than treating every alert as proof of a weapon; keys, belts, phones, and other harmless objects can trigger false alarms.
### Hollywood Boulevard Late Night TV Studio
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## Setup
1. Download the Godot 4.3+ editor (official build) and put `godot` on your PATH. CI pins 4.3; local development is verified with 4.7.2.
1. Download Godot **4.7.2** (official build) and put `godot` on your PATH. The project, local tooling and CI use the same version; engine upgrades require import, headless, screenshot and Desktop HQ smoke checks before changing the baseline.
2. Open or run the project from this directory.
## Run and Test
@@ -20,6 +20,9 @@ godot --headless --path . --quit-after 120
# Run all unit tests headlessly (exit code 0 = pass)
godot --headless --path . --script res://src/test/test_runner.gd
# Check docs README coverage, tracked images and local links
python3 tools/check_docs.py
# Save a screenshot to user:// (windowed)
godot --path . --script res://src/test/take_screenshot.gd
@@ -32,13 +35,16 @@ godot --path . --script res://src/test/smoke_focus_radial.gd
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
godot --headless --path . --script res://src/test/smoke_session_shell.gd
# End-to-end interaction smoke: inspection, radio, Help search, wand and review
godot --headless --path . --script res://src/test/smoke_ui_flows.gd
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
godot --path . --script res://src/test/smoke_props.gd
# NPC budget smoke: 16 full-rig avatars against the documented frame budget
# NPC budget smoke: 24 full-rig avatars against the documented frame budget
godot --headless --path . --script res://src/test/smoke_npc_budget.gd
# Movement smoke (windowed): steps, precision walk, footsteps and landing
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# Hollywood Boulevard map reference
The Hollywood venue is a stylized reconstruction of the real block around the
El Capitan Entertainment Centre. It is a game space, not a survey-accurate
model: the landmark silhouette, street wall and approach read from the player's
eye height, while side streets and interiors are simplified.
## Real site
- **Address:** 6840 Hollywood Boulevard, Hollywood, Los Angeles, CA 90028.
- **Coordinates:** 34.10118 N, 118.34009 W (OSM way `424024147`).
- **Building:** the 1921 Hollywood Masonic Temple, designed by John C. Austin in
the Classical Revival style; now the El Capitan Entertainment Centre and the
home of *Jimmy Kimmel Live!*.
- **Facade:** a light stone/render Neoclassical front with six oversized Ionic
columns, a recessed main entrance reached by eight stone steps, ornamental
iron door grilles, a continuous crosscut-grille transom, two street-level side
entrances, and a parapet with the Masonic motto and circular medallions.
- **Neighbours:** the El Capitan Theatre (6838) immediately west, a modern
retail block east, and the Ovation Hollywood frontage (6801) across the
four-lane boulevard.
- **Sidewalk:** the Hollywood Walk of Fame terrazzo strip with brass stars runs
along the kerb; the kerb is painted red in the reference photographs.
## Game mapping
| Real feature | In-game representation |
| --- | --- |
| 29.6 m wide, 14.5 m high facade | `VENUE_SPECS["hollywood_building"]`: `facade_width` 29.6, `facade_height` 14.5, front at `z = -4` |
| Eight stone steps | `stair_count` 8, `stair_height` 0.10, `stair_tread` 0.38, 12 m wide |
| Six Ionic columns | `IonicColonnade` at x = -12.4 … 12.4, 4.96 m bay spacing |
| Recessed main entrance + two side doors | central 4.2 m door and 2.5 m side doors with transoms |
| Red event banners | three stylized `EL / CAPITAN / LIVE` banners in the central bays |
| Masonic motto + medallions | `FriezeInscription` label and two stone discs |
| El Capitan Theatre | `NeighbourBlocks/ElCapitanTheatre` with marquee, blade sign and practical light |
| Retail block east | `NeighbourBlocks/EastRetailBlock` with glazed shopfront |
| Ovation Hollywood | `OvationHollywood` arcade with seven arched openings, sign and south sidewalk |
| Walk of Fame | `WalkOfFame` dark terrazzo band with ten stars |
| Four-lane boulevard | double-yellow centre, broken white lane lines, red kerb paint and crosswalk |
The generated AI references live in
[`docs/screens/concepts/hollywood_boulevard/`](screens/concepts/hollywood_boulevard/README.md).
They are art direction for lighting, material scale and composition; they are
not texture or geometry sources.
## Deliberate simplifications
- Show branding is replaced by the venue-neutral `EL / CAPITAN / LIVE` banner
text. The building name and address are retained.
- The opposite Ovation frontage is represented as a single arcade block rather
than its full mall plan. Interiors, the Metro entrance and side streets are
out of playable bounds.
- The AI concept frames are 1280×720 references. The in-game geometry is built
from boxes, cylinders and a small number of custom arch/star meshes so it
stays inside the Compatibility/Web budget.
- The venue menu offers Day and Night Hollywood rows. Night is the same
geometry and scenario with a late-phase offset, not a second baked map; the
phase still drives sun, sky, fog, windows, signage and practical lights.
- The landmark facade uses the shared smooth limestone/stone texture rather
than the noisier granite panel tile. The whole venue measures **58,884
triangles across 409 meshes** in `test_hollywood_geometry_stays_inside_the_map_budget`,
well inside the 150k/600 budget.
- Local lights use linear attenuation (`omni_attenuation = 1.0`). Godot treats
`0.0` as constant falloff, which previously turned the night facade into a
flat yellow wall; the sconces now pool light instead.
## References
- [Hollywood Masonic Temple — Wikipedia](https://en.wikipedia.org/wiki/Hollywood_Masonic_Temple)
- [El Capitan Entertainment Centre — OpenStreetMap way 424024147](https://www.openstreetmap.org/way/424024147)
- [El Capitan Theatre — OpenStreetMap way 424024148](https://www.openstreetmap.org/way/424024148)
- [Ovation Hollywood — OpenStreetMap way 151485232](https://www.openstreetmap.org/way/151485232)
- [Hollywood Masonic Temple facade — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:El_Capitan_Theater_frontal_fachade-The_Masonic_Temple.jpg)
- [Hollywood Masonic Temple and El Capitan Theatre, 2013 — Wikimedia Commons](https://commons.wikimedia.org/wiki/File:Hollywood_Masonic_Temple_2013-10-13_10-02-25.jpg)
## Verification
```bash
godot --headless --path . --script res://src/test/test_runner.gd
godot --path . --script res://src/test/capture_realism.gd -- --out=/tmp/gig-line-hollywood --stages=day,evening,late
python3 tools/check_docs.py
```
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# The Joke Shop — Sunset Strip map notes
The game's second venue is a fictional comedy club called **The Joke Shop**. Its
block, canopy, blade sign, entrance and hillside are based on the real Comedy
Store at **8433 Sunset Blvd, West Hollywood, CA 90069**.
The club name and the game's guest stories are invented. The building is a
stylized reconstruction, not a survey-accurate model: the playable frontage is
27 m, while the real parcel is much deeper and contains several rooms that the
game does not enter.
## Real site
| Item | Reference |
| --- | --- |
| Address | 8433 Sunset Blvd, West Hollywood, CA 90069, United States |
| Real venue | The Comedy Store (comedy club and theatre) |
| OpenStreetMap | Way [`428854155`](https://www.openstreetmap.org/way/428854155), centroid 34.095265, -118.373965 |
| OSM tags | `amenity=theatre`, `building=commercial`, `height=12.2`, `start_date=1940`, `wikidata=Q3520350` |
| Footprint | OSM polygon bounding box about **47.1 m × 41.2 m** across the club and rear parcels |
| Street | Sunset Boulevard, a major east–west arterial on the Sunset Strip |
| Setting | Dry Hollywood Hills directly behind the club, with houses and palms rising above the roofline |
The building began as **Ciro's**, a 1940 nightclub; it became The Comedy Store
in the early 1970s. Its street front is a low black hall under a deep,
signature-covered canopy, with the circular blade sign above the roof, red
curtains along the frontage and the main entrance set toward the west end. The
hillside houses behind it are part of the silhouette from the sidewalk.
## How the map maps to the real site
| Real element | Game implementation |
| --- | --- |
| Low black comedy hall | 27 m × 12 m footprint, 8.4 m street wall; matte black concrete surface with a low plinth and parapet |
| Deep overhanging canopy | 4.9 m sloped slab dropping about 1 m to the outer fascia; the fascia carries white signature lettering and the club name |
| Signature-covered front | Two `Label3D` signature bands on the fascia plus a smaller wall panel, so the handwriting reads at gameplay distance without dozens of decals |
| Circular blade sign | 3.9 m white disc with a black rim on a roof pole; `THE JOKE SHOP` lettering faces the street |
| Red curtains | Four three-fold velvet bays with tiebacks between the entrance and the east end; a red velvet entrance curtain |
| West-end entrance | Recessed opening at x = -8.8 m with a low step, brass pulls and the door-lock indicator |
| Warm practicals | Sconces along the wall, canopy downlights, entrance wash and three ground uplights; all off in daylight and switched by `set_night_mode()` |
| Neighbouring low-rise frontage | Cream Mediterranean block west (balconies, red awning) and white commercial block east (ribbon windows, lobby) |
| Hillside and houses | Fog-free unshaded 60° ramp behind the rear wall with stucco houses, shrubs and palms; its tint drops to a dark silhouette at night |
| Opposite side of Sunset | Low retail row, rooftop billboard, neon and palms as background context beyond the far kerb |
| Sidewalk furniture | Palms, queue barriers, stanchions, bins, planters, a-frame sign, hydrant and a parked sedan; prop placements pass the shared validator |
## Scene composition
- **Frontage:** 27 m wide, façade centre at z = -8.0, front face at z = -2.0.
- **Sidewalk:** 38 m wide × 14 m deep, meeting the kerb at z = 11.9.
- **Street:** 90 m × 24 m, with the four-lane markings reused from the
Hollywood block and a crosswalk in front of the entrance.
- **Playable area:** x = -15…15, z = -0.6…14.0. The guard starts on the west
side of the entrance at (-4.8, 0.1, 1.4), facing the approach.
- **Map budget:** the headless audit measures **22,680 triangles across 454
meshes**, well inside the 150k/700 test budget.
The same geometry serves the day and late-night looks. There is no second baked
map: the phase lighting, skyline/fog tint, lit windows and practicals change,
just as with the Hollywood day/night rows.
## Simplifications and limits
- The real club's rear rooms, basement and roof plant are not modelled; the
playable area is the street frontage only.
- The 47 m OSM footprint includes rear parcels and does not match the 27 m
street frontage; the game keeps the frontage proportions rather than the full
lot.
- Neighbouring businesses are represented by generic low-rise blocks. Their
exact names and current tenants were not verified, so the docs do not claim
them.
- The hillside is a background ramp with simplified houses, not a terrain
heightfield; it exists to restore the real silhouette above the roofline.
- Signage uses the fictional **The Joke Shop** name, not the real Comedy Store
wordmark.
- The concept frames are photoreal; the game keeps its stylized, low-poly
material treatment. The vision judge therefore still scores material and
foliage detail below the reference. The remaining texture/realism work is
tracked with the postponed 0.9.5 pass, not treated as a map-geometry defect.
## References
- OpenStreetMap way 428854155: <https://www.openstreetmap.org/way/428854155>
- Wikimedia Commons photographs used for proportion and material study:
- <https://commons.wikimedia.org/wiki/File:ComedyStore_01.jpg>
- <https://commons.wikimedia.org/wiki/File:ComedyStore_02.jpg>
- <https://commons.wikimedia.org/wiki/File:The_Comedy_Store.jpg>
- <https://commons.wikimedia.org/wiki/File:The_Comedy_Store_West_Hollywood_(51017780551).jpg>
- AI art-direction frames: [`screens/concepts/joke_shop/`](screens/concepts/joke_shop/README.md)
- Verification: `godot --headless --path . --script res://src/test/test_runner.gd`
(`test_joke_shop_uses_the_real_sunset_strip_layout`,
`test_joke_shop_geometry_stays_inside_the_map_budget`), and
`godot --path . --script res://src/test/capture_realism.gd -- --stages=joke_shop_day,joke_shop`.
The committed gallery passed `tools/check_screenshots.sh` (13 good / 0 bad)
and the screen-design judge (13/13 match, 0 diff). The latest local realism
run reports a reference gap of 0.454 for the night entrance.
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# NPC proportion audit
Status: audited 2026-11-02. All eight library variants are inside the stylized
proportion guide; no geometry correction was required in this pass. The report
is repeatable from the exported GLBs:
```bash
python3 tools/npc_proportions.py report
python3 tools/npc_proportions.py report --json
```
## Method
`tools/npc_proportions.py` reads the GLB meshes and rest-pose joint hierarchy:
- height from the full mesh bounds;
- head height, width and aspect from `Head`/`skin` vertices (hair excluded so
long hairstyles do not change the head measurement);
- shoulder silhouette from vertices in the upper-chest band around the
shoulder joint;
- hip width from `HipL`/`HipR` pants vertices;
- torso length from the Spine joint to the shoulder joint;
- leg length from the Spine joint to the lowest vertex;
- arm length from the shoulder joint to the Hand joint;
- foot length from the forward extent of the KneeL/KneeR shoe vertices.
All ratios are divided by total standing height except `head_aspect`
(width / head height).
## Guide
These are stylized-but-credible bands for the game's low-poly adults, not
photoreal anatomy. The broad build is allowed a larger shoulder/hip silhouette
than the slim build.
| Ratio | Target | Notes |
| --- | ---: | --- |
| `head_height` | 0.16–0.22 | deliberately larger than a realistic 0.13–0.15 |
| `head_aspect` | 0.70–1.00 | width / height; rounded heads are acceptable |
| `shoulder_width` | 0.28–0.38 | silhouette includes sleeves and build scaling |
| `hip_width` | 0.17–0.23 | pants-only width, not skirt/coat flare |
| `torso_length` | 0.28–0.38 | Spine joint to shoulder |
| `leg_length` | 0.40–0.48 | Spine joint to ground |
| `arm_length` | 0.28–0.38 | shoulder to hand |
| `foot_length` | 0.12–0.18 | shoe forward extent |
## Result
| Character | Height | Head | Aspect | Shoulder | Hip | Torso | Leg | Arm | Foot | Result |
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 1.824 m | 0.190 | 0.907 | 0.321 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_jacket` | 1.824 m | 0.190 | 0.907 | 0.333 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_coat` | 1.824 m | 0.190 | 0.907 | 0.328 | 0.209 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_vest` | 1.819 m | 0.191 | 0.907 | 0.322 | 0.209 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
| `npc_dress` | 1.825 m | 0.190 | 0.907 | 0.289 | 0.191 | 0.307 | 0.449 | 0.329 | 0.144 | PASS |
| `npc_hoodie` | 1.856 m | 0.187 | 0.907 | 0.328 | 0.206 | 0.302 | 0.442 | 0.323 | 0.141 | PASS |
| `npc_firefighter` | 1.819 m | 0.191 | 0.907 | 0.358 | 0.223 | 0.308 | 0.451 | 0.330 | 0.148 | PASS |
| `npc_guard` | 1.819 m | 0.191 | 0.907 | 0.369 | 0.219 | 0.308 | 0.451 | 0.330 | 0.144 | PASS |
No variant is outside a band, so the body pass does not need a global skeleton
or mesh rescale. The values closest to a boundary are:
- **head height 0.190** against the 0.22 upper bound, and **head aspect 0.907**
against 1.00 — the head is deliberately large. Any head-size change must be
coordinated with the face/headgear pass and its gear-fit measurements.
- **guard shoulder 0.369** and **firefighter hip 0.223** against the broad-build
upper bounds — these are the intended uniform/turnout silhouettes, not
outliers.
- **leg length 0.449** and **torso 0.307** sit inside the guide for all variants;
the earlier short-leg impression came from the hip joint position, not the
visible pelvis line.
## Follow-up
The proportion audit does not replace the visual criteria in
[`npc-visual-review.md`](npc-visual-review.md): neck/shoulder/hip transitions,
face depth, hand grips, clothing hems and shoes still need the appearance pass.
Re-run the audit after any body mesh or skeleton change and record the new
ratios here.
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# NPC visual baseline and acceptance criteria
Status: **accepted 2026-11-02 for the 0.9.4 stylized target.** The P1 fixes
(tourist photo-prop visibility, backpack straps), neck/shoulder and torso/hip
transitions, face depth/detail, hand and gear placement, headgear clearance and
shoe/boot silhouettes are applied. The baseline remains the comparison reference;
the accepted limitations are listed below. Comparison sheets:
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg),
the latest [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg),
the face-detail pass [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg),
the conversation-distance hand pass
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg), and the
forward-grip pass [`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
## What was captured
`src/test/capture_npc_baseline.gd` stages all eight library characters in a
neutral studio and captures six views per character:
| View | Camera | Purpose |
| --- | --- | --- |
| `front` | 1.85 m, 32° FOV, head/upper body | face, hair, collar, shoulders |
| `three_quarter` | 1.85 m, yaw 35° | cheek/jaw, ear, profile transition |
| `profile` | 1.85 m, yaw 90° | head depth, nose, ear, chest silhouette |
| `back` | 1.85 m, yaw 180° | hair cap, neck, coat/backpack fit |
| `full_body` | 4.2 m, 38° FOV | proportions, hands, shoes, hem |
| `crowd` | 8.0 m, 45° FOV | silhouette read at normal crowd distance |
The stage is deliberately separate from the venue review harness: a mid-grey
solid background, ground plane, one key light and one cool fill light, no HUD,
no crowd, no flashlight, no phase lighting and no animation. Front is Godot +Z,
matching `NpcAvatar.yaw_towards()`. The camera orbits at the recorded yaw rather
than rotating the avatar, so the pose and foot contact stay fixed between views.
The full command is:
```bash
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-baseline
python3 tools/npc_baseline.py sheet --dir tmp/npc-baseline
```
The 48 raw PNGs are local QA under `tmp/` (gitignored). The committed contact
sheet is [`blender_previews/sheet_npc_baseline.jpg`](blender_previews/sheet_npc_baseline.jpg).
For the P2 hand/grip check there is an optional eighth view, captured separately
so the 48-frame baseline stays stable:
```bash
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-hands --view=hand
```
That writes eight `*__hand.png` frames at 0.80 m from the right hand; the
before/after review image is
[`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg).
The capture is deterministic apart from engine rasterisation; re-running into
the same directory keeps the earlier files and writes `-vN` copies rather than
overwriting them.
## Acceptance criteria
The criteria below are for the stylized target, not photorealism. A change must
pass every applicable item before a library rebuild is accepted.
1. **Asset contract:** `npc_base` mesh node, the required bones, five tint slots,
front +Z, feet within 3 cm of y=0, 1.6–2.1 m height, at most 8,000 triangles
and 8,000 glTF vertices per library character. The frozen `npc_base` fallback
keeps 6,000 triangles / 4,000 vertices. Gear remains at most 1,500 triangles.
2. **Proportion and silhouette:** head, neck, shoulders, torso, hips, limbs and
feet read as one body; front/three-quarter/profile silhouettes agree with the
rest of the eight-character library; broad/slim/average build variation is
preserved.
3. **Face:** at 1.85 m the eyes, iris, brows, nose, mouth and ears are distinct;
the head volume has a readable jaw/cheek/chin transition; no face-plane seams,
inverted normals or z-fighting. The face direction must remain unambiguous.
4. **Hair and headgear:** hair covers the scalp without gaps or scalp-through
seams; fringes, buns and beards keep their silhouette. Caps, beanies, hoods,
sunglasses and the firefighter helmet clear the brow, eyes and ears. Headgear
may sit outside the 1.55–1.81 m face band, but its brim must not cover the
eyes.
5. **Hands and footwear:** at conversation distance the fingers and thumb read
as a hand, not a mitten; hand items contact the palm rather than floating;
shoes and boots are grounded with a readable toe/heel silhouette and preserve
the responder/firefighter footwear language.
6. **Clothing:** collars, cuffs, plackets, waistbands, pockets, badges and
reflective bands transition cleanly; no z-fighting or floating detail; coat,
dress and skirt hems do not show legs through the fabric during idle, walk,
block, sit or turn; the five tint slots and fixed detail colours remain
unchanged.
7. **Gear:** head gear clears the refined face/hair; the lanyard badge remains
readable in front of the jacket; backpack, shoulder bag and SCBA tank straps
lie outside the torso and do not read as a second bag; hand items use the
authored grip points.
8. **Crowd and performance:** the silhouette remains readable at the 8 m crowd
frame and the LOD/impostor tiers match the full mesh; the 24-NPC budget stays
within the existing 6.94 ms baseline (no regression beyond the measured
variance), and no new per-frame material or mesh churn is introduced.
Asset-space `fit` values are measurements of the untouched GLBs, not a pass/fail
result. A negative `x_clearance` means the gear's narrowest face is inside the
body reference; a negative `radial_clearance` means it extends beyond the body
silhouette (normal for a backpack, suspicious when it is a strap). Runtime
`NpcAvatar.GEAR_OFFSETS` is applied after attachment and is not part of the GLB
measurement.
## Proportion audit
The separate [`npc-proportion-audit.md`](npc-proportion-audit.md) measures
height, head size, shoulder/hip width, torso, leg, arm and foot ratios for every
variant with `tools/npc_proportions.py`. All eight pass the stylized guide; the
head and broad-build shoulders sit nearest their upper bounds. No skeleton or
mesh proportion change was needed in this pass.
## Baseline measurements
From `python3 tools/blender_assets.py fit` and the manifest:
| Character | Tris | Verts | Head width | Clothing radius | Notable gear clearances |
| --- | ---: | ---: | ---: | ---: | --- |
| `npc_casual` | 4,482 | 4,260 | 0.315 m | 0.191 m (hip) | backpack x −0.041, radial −0.162 |
| `npc_jacket` | 4,872 | 4,661 | 0.315 m | 0.191 m (hip) | lanyard x −0.116, radial +0.023 (runtime +4 cm forward) |
| `npc_coat` | 5,474 | 5,264 | 0.315 m | 0.225 m (skirt) | sunglasses width ratio 0.641; bag x +0.037, radial −0.130 |
| `npc_vest` | 4,980 | 4,879 | 0.315 m | 0.191 m (hip) | cap width ratio 1.067 |
| `npc_dress` | 4,900 | 4,719 | 0.315 m | 0.260 m (skirt) | bag x +0.002, radial −0.095 |
| `npc_hoodie` | 5,304 | 4,950 | 0.315 m | 0.190 m (hip) | — |
| `npc_firefighter` | 5,344 | 5,494 | 0.315 m | 0.255 m (skirt) | helmet width ratio 1.651; SCBA x −0.105, radial −0.076 |
| `npc_guard` | 5,046 | 5,096 | 0.315 m | 0.194 m (hip) | cap width ratio 1.067 |
`npc_coat` is widest at 5,474 triangles (2,526 below the 8,000 cap);
`npc_firefighter` is closest on vertices at 5,494 (2,506 below the 8,000 cap).
The refit backpack measures 380 triangles / 406 vertices.
## Baseline findings, ranked
### P1 — fix in the first model pass
1. **The tourist carried two bag silhouettes. Fixed 2026-11-02.** `_add_props()`
created a 0.30 × 0.36 × 0.14 box at `(-0.34, 1.15, -0.18)` for the tourist
photo pose while `_add_accessory("backpack")` also attached the library
backpack. From the three-quarter/back view the two read as separate bags. The
photo prop is now hidden outside `photo`/`film` poses
(`photo_prop_visible_for_pose()`), so it only appears when the character is
actually taking a picture; the after frame confirms one bag at rest.
2. **Face depth and detail. Fixed 2026-11-02.** The sclera was recessed into the
socket and wrapped with a thin upper lid; the separate jaw/cheek spheres were
replaced by a chin plate and cheekbones sculpted into the head mesh. The nose
now has ala wings and a smaller bridge/tip, the mouth is one rounded slot
instead of a flat bar, and the ears have a darker concha. That removes the
dark intersection rings and the moustache-like read at portrait distance; the
low-poly brows remain stylized.
3. **Backpack straps read as rigid black bars. Refit 2026-11-02.** The straps
were thin round tubes whose chest/waist points sat inside the torso, so only
fragments showed from the front. They are now flattened bands whose front path
sits outside the chest; the after sheet shows a continuous strap instead of
two detached rods. The backpack asset is now 380 triangles / 406 vertices
(still far below the 1,500-triangle gear budget).
### P2 — fix after the first P1 pass
4. **Hands: geometry and forward offset fixed 2026-11-02; finger curl still
open.** The palm is wider and shallower, and each finger is now a
two-segment bent tube with a rounded tip and a separate bent thumb. Hand gear
is authored around the wrist proxy, so the runtime now moves every hand item
`HAND_ITEM_FORWARD` (4 cm) into the open palm; the phone, flashlight, camera,
cup and clipboard are no longer buried inside the hand. The fingers are still
open, so a true wrap/thumb contact and the umbrella/sign grips remain to be
judged.
5. **Clothing detail is tile-driven and transitional seams are visible.** The
fabric pattern repeats strongly on the casual, coat and dress variants, and
collar/cuff/waist edges are abrupt. This is more visible than the shoe/hem
details in the current portraits.
6. **Shoes: fixed 2026-11-02.** Casual shoes gained rounded toe and heel caps;
responder/firefighter boots gained matching toe/heel volumes while keeping the
taller black rubber boot language. Both stay above the sole contact plane, and
the full-body comparison is `sheet_npc_baseline_compare-shoes.jpg`.
7. **Headgear scale and clearance. Checked 2026-11-02.** The cap and helmet
width ratios are 1.067 and 1.651; those are expected for headgear. Final-context
portraits confirm the cap, firefighter helmet, hood and sunglasses clear the
refined brow/eyes, and the helmet brim still reads as deliberate turnout gear.
No gear rebuild was needed.
8. **Performer props dominate the silhouette.** The red cone hat and the
primitive sign are intentionally large stage props, but they should be
checked during the pose pass so they do not read as head/body geometry.
### Accepted limits for the 0.9.4 release
- The hooded variants intentionally cover part of the face; face readability is
judged on the visible lower face and silhouette, not on hidden eyes.
- The low-poly style is the target. The acceptance bar is readability and clean
construction, not photoreal skin or hair.
- Held items use the forward-offset open palm (`HAND_ITEM_FORWARD`) rather than a
finger-curl rig. There are no finger bones in the contract; phone, cup,
clipboard, camera, flashlight, wand and radio were judged in the hand capture.
- Fabric folds are not separate geometry; the current torso, elbow and knee
shaping is the accepted stylized construction.
- The >26 m impostor remains a two-quad billboard; the LOD tier/hysteresis and
near/far swap are covered by `test_avatar_mesh_budget_and_lod_swap`.
- NPC fabric textures are 256² with a 4× UV repeat; cloth/pants skip the baked
per-character AO to avoid large portrait blotches. Skin, hair and gear keep AO.
- Evening readability is represented by the day/night/LATE final-context set;
LATE is the venue night variant.
## Before/after workflow
Keep the baseline directory, rebuild the same capture into a new directory after
the model changes, then produce a comparison sheet. Do not overwrite the
committed baseline image:
```bash
godot --path . --script res://src/test/capture_npc_baseline.gd -- \
--out=res://tmp/npc-baseline-after
python3 tools/npc_baseline.py compare \
--before tmp/npc-baseline --after tmp/npc-baseline-after \
--out tmp/npc-baseline-compare.jpg
```
The comparison sheet places the before/after pair for each view side by side.
The committed runs are
[`sheet_npc_baseline_compare-p1.jpg`](blender_previews/sheet_npc_baseline_compare-p1.jpg),
[`sheet_npc_baseline_compare-body.jpg`](blender_previews/sheet_npc_baseline_compare-body.jpg)
and [`sheet_npc_baseline_compare-face.jpg`](blender_previews/sheet_npc_baseline_compare-face.jpg).
The transition pass is [`sheet_npc_baseline_compare-torso.jpg`](blender_previews/sheet_npc_baseline_compare-torso.jpg).
The face-detail pass is [`sheet_npc_baseline_compare-face-detail.jpg`](blender_previews/sheet_npc_baseline_compare-face-detail.jpg).
The hand pass is [`sheet_npc_hands_compare.jpg`](blender_previews/sheet_npc_hands_compare.jpg);
the forward-grip pass is
[`sheet_npc_hands_grip_compare.jpg`](blender_previews/sheet_npc_hands_grip_compare.jpg).
The 0.9.5 texture pass adds
[`sheet_texture_refinement_0.9.5.jpg`](blender_previews/sheet_texture_refinement_0.9.5.jpg),
which pairs the close-range surface and cloth comparisons. Keep the baseline
sheet as the before artifact and add a new comparison sheet rather than
replacing it.
## Next implementation order
0.9.4 and the 0.9.5 texture pass are closed. The next visual work belongs to the
0.10.0 acceptance review; keep the NPC baseline/final-context commands as the
regression gate for any future character edit.
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# Screen-design judge report
Date: 2026-11-02
Model: automatic cheapest image+JSON selection (`z-ai/glm-5.3-flash` at run time)
Command: `python3 tools/screen_designs.py judge`
Result: **21/21 match, 0 review, 0 diff**
The screenshot gallery was regenerated on the current build before judging, including the eight UI-state captures 14–21 added in `src/test/capture_ui_states.gd`.
Accepted captures are in [`docs/screens/`](screens/README.md); the committed
gallery is in [`docs/screenshots/`](screenshots/README.md).
The automatic model selection and retry/spend behavior is documented in
[`docs/asset-tooling.md`](asset-tooling.md). This report intentionally records
the outcome rather than generated captures, which remain local/gitignored.
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# Screens and Visual Evidence
Visual references and generated QA evidence for Gig Line.
- [`concepts/README.md`](concepts/README.md) — AI-assisted realism concept frames
- [`designs/README.md`](designs/README.md) — screen-design mockups
- [`../screenshots/README.md`](../screenshots/README.md) — committed game gallery
- `realism/` — locally generated realism runs (gitignored; no README requirement)
## Quick preview
| Screen | Reference | Current capture |
| --- | --- | --- |
| Venue | <img src="designs/venue_overview.png" width="320" alt="Venue design"> | <img src="../screenshots/01-venue-overview.png" width="320" alt="Venue capture"> |
| Joke Shop | <img src="concepts/joke_shop/joke_shop_entrance_day.png" width="320" alt="Joke Shop reference"> | <img src="../screenshots/12-joke-shop.png" width="320" alt="Joke Shop capture"> |
| TV Studio | <img src="designs/studio_arrival.png" width="320" alt="Studio design"> | <img src="../screenshots/13-studio-arrival.png" width="320" alt="Studio capture"> |
| El Capitan | <img src="concepts/hollywood_boulevard/hollywood_boulevard_entrance_day.png" width="320" alt="El Capitan reference"> | <img src="../screenshots/01-venue-overview.png" width="320" alt="El Capitan capture"> |
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# Scene concepts: the realistic target look
These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`,
`openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not
assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from
`src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a
file here; they are saved as `<name>-vN.png`.
These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`, `openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as `<name>-vN.png`.
| Concept | Visual targets it sets |
| --- | --- |
| `hollywood_entrance_morning` | warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige |
| `hollywood_entrance_golden_hour` | strong back light and rim light on people, marquee bulbs reading even in daylight |
| `hollywood_entrance_rain_night` | dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog |
| `boulevard_skyline_day` | deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt |
| `boulevard_skyline_dusk` | purple/orange gradient sky, neon signs, lit windows, car light trails |
| `joke_shop_alley_evening` | narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets |
| `joke_shop_door_closeup` | close material detail: brick, mortar, aged wood door, brass |
| `studio_stage_door_night` | granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier |
| `sidewalk_material_closeup` | paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light |
| `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium |
| `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze |
| `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement |
| `npc_portrait_day` | close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots |
## Real-world Hollywood block
The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the
crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the
crowd out of frame, turns the subject into the camera and stands the guard on the
sunlit side. It is the only shot where a face fills the frame, so it is the one to
eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
The map-optimization references for the El Capitan Entertainment Centre block
(6840 Hollywood Blvd) are in
[`hollywood_boulevard/README.md`](hollywood_boulevard/README.md). The real-site
facts and game mapping are documented in
[`../../hollywood-boulevard-map.md`](../../hollywood-boulevard-map.md).
## Concept list
### Hollywood Entrance
![hollywood entrance morning](hollywood_entrance_morning.png)
warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige
### Hollywood Entrance Golden Hour
![hollywood entrance golden hour](hollywood_entrance_golden_hour.png)
strong back light and rim light on people, marquee bulbs reading even in daylight
### Hollywood Entrance Rain Night
![hollywood entrance rain night](hollywood_entrance_rain_night.png)
dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog
### Boulevard Skyline
![boulevard skyline day](boulevard_skyline_day.png)
deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt
### Boulevard Skyline Dusk
![boulevard skyline dusk](boulevard_skyline_dusk.png)
purple/orange gradient sky, neon signs, lit windows, car light trails
### The Joke Shop — Sunset Strip
The current Joke Shop map is based on The Comedy Store at 8433 Sunset Blvd.
The real-site mapping, simplifications and reference photographs are in
[`../../joke-shop-map.md`](../../joke-shop-map.md); the frames are in
[`joke_shop/README.md`](joke_shop/README.md).
![Joke Shop entrance in daylight](joke_shop/joke_shop_entrance_day.png)
![Joke Shop entrance at night](joke_shop/joke_shop_entrance_night.png)
### Legacy Joke Shop Alley (pre-map optimization)
![joke shop alley evening](joke_shop_alley_evening.png)
narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets
![joke shop door closeup](joke_shop_door_closeup.png)
close material detail: brick, mortar, aged wood door, brass
These two frames describe the old alley layout and are retained for comparison;
they are no longer the target for the Joke Shop map.
### Studio Stage Door Night
![studio stage door night](studio_stage_door_night.png)
granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier
### Sidewalk Material Closeup
![sidewalk material closeup](sidewalk_material_closeup.png)
paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light
### Entrance Steps Podium
![entrance steps podium](entrance_steps_podium.png)
granite steps, handrails, glass doors, the check-in podium
### Crowd Barrier Line
![crowd barrier line](crowd_barrier_line.png)
steel barriers, a red carpet, a crowd with depth-of-field haze
### Responder Arrival Wide
![responder arrival wide](responder_arrival_wide.png)
fire engine, turnout gear, red/blue light spill on wet pavement
### NPC Portrait Day
![npc portrait day](npc_portrait_day.png)
close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots
The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the crowd out of frame, turns the subject into the camera and stands the guard on the sunlit side. It is the only shot where a face fills the frame, so it is the one to eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
Cross-cutting targets, for comparison with locally generated realism runs:
- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white,
so it is overexposed.
- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's
"Evening" phase is a bright pink-orange frame.
- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips
supply this; the old box skyline did not.
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the
trees and shrubs are organic. The game uses flat walls and blob trees.
- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white, so it is overexposed.
- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's "Evening" phase is a bright pink-orange frame.
- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips supply this; the old box skyline did not.
- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the trees and shrubs are organic. The game uses flat walls and blob trees.
## Additional previews
![npc_portrait_day-v2.png](npc_portrait_day-v2.png)
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# Hollywood Boulevard references
AI-generated art-direction frames for the real El Capitan Entertainment Centre
block at 6840 Hollywood Boulevard. They are generated with
`tools/scene_concepts.py generate --group scene --only ...` and are not shipped
game textures. The geometry mapping and source links are in
[`../../../hollywood-boulevard-map.md`](../../../hollywood-boulevard-map.md).
## Entrance — day
![El Capitan Entertainment Centre entrance in daylight](hollywood_boulevard_entrance_day.png)
## Entrance — night
![El Capitan Entertainment Centre entrance at night](hollywood_boulevard_entrance_night.png)
## Across the boulevard
![Ovation Hollywood frontage across the boulevard](hollywood_boulevard_across_street.png)
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# The Joke Shop references
AI-generated art-direction frames for the fictional Joke Shop, based on the
real Comedy Store block at 8433 Sunset Boulevard. They are generated with
`tools/scene_concepts.py generate --group scene --only ...` and are not shipped
game textures. The geometry mapping and source links are in
[`../../../joke-shop-map.md`](../../../joke-shop-map.md).
## Entrance — day
![The black comedy club under its signature canopy in daylight](joke_shop_entrance_day.png)
## Entrance — night
![The club at night with the circular sign and warm entrance](joke_shop_entrance_night.png)
## Across Sunset
![The club seen from across Sunset Boulevard](joke_shop_across_street.png)
The older top-level concepts `joke_shop_alley_evening.png` and
`joke_shop_door_closeup.png` are kept as a record of the pre-map-optimization
alley design. They no longer describe the current Joke Shop map.
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# Screens/Designs
Screen-design mockups used by the comparison and vision-judge gates for the runtime UI.
## Image previews
| Preview | File |
| --- | --- |
| <img src="access_inspection.png" width="280" alt="access_inspection.png"> | [`access_inspection.png`](access_inspection.png) |
| <img src="body_camera_timeline.png" width="280" alt="body_camera_timeline.png"> | [`body_camera_timeline.png`](body_camera_timeline.png) |
| <img src="crowd_panic.png" width="280" alt="crowd_panic.png"> | [`crowd_panic.png`](crowd_panic.png) |
| <img src="emergency_radio.png" width="280" alt="emergency_radio.png"> | [`emergency_radio.png`](emergency_radio.png) |
| <img src="escalation_hud.png" width="280" alt="escalation_hud.png"> | [`escalation_hud.png`](escalation_hud.png) |
| <img src="joke_shop_queue.png" width="280" alt="joke_shop_queue.png"> | [`joke_shop_queue.png`](joke_shop_queue.png) |
| <img src="late_night_avenue.png" width="280" alt="late_night_avenue.png"> | [`late_night_avenue.png`](late_night_avenue.png) |
| <img src="movement_precision.png" width="280" alt="movement_precision.png"> | [`movement_precision.png`](movement_precision.png) |
| <img src="night_flashlight.png" width="280" alt="night_flashlight.png"> | [`night_flashlight.png`](night_flashlight.png) |
| <img src="pause_overlay.png" width="280" alt="pause_overlay.png"> | [`pause_overlay.png`](pause_overlay.png) |
| <img src="prop_gallery.png" width="280" alt="prop_gallery.png"> | [`prop_gallery.png`](prop_gallery.png) |
| <img src="radial_menu.png" width="280" alt="radial_menu.png"> | [`radial_menu.png`](radial_menu.png) |
| <img src="radio_report.png" width="280" alt="radio_report.png"> | [`radio_report.png`](radio_report.png) |
| <img src="responder_arrival.png" width="280" alt="responder_arrival.png"> | [`responder_arrival.png`](responder_arrival.png) |
| <img src="settings_panel.png" width="280" alt="settings_panel.png"> | [`settings_panel.png`](settings_panel.png) |
| <img src="shift_review.png" width="280" alt="shift_review.png"> | [`shift_review.png`](shift_review.png) |
| <img src="start_menu.png" width="280" alt="start_menu.png"> | [`start_menu.png`](start_menu.png) |
| <img src="studio_arrival.png" width="280" alt="studio_arrival.png"> | [`studio_arrival.png`](studio_arrival.png) |
| <img src="targeting_npc.png" width="280" alt="targeting_npc.png"> | [`targeting_npc.png`](targeting_npc.png) |
| <img src="venue_overview.png" width="280" alt="venue_overview.png"> | [`venue_overview.png`](venue_overview.png) |
| <img src="wand_screening.png" width="280" alt="wand_screening.png"> | [`wand_screening.png`](wand_screening.png) |
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