# TODO ## Visual alignment with rendered mockups ### Align in-game visuals - [x] Make the venue selection screen match the `start_menu` mockup (layout, palette, background). - [x] Make the HUD match the `targeting_npc` / `escalation_hud` mockups (focus ring, escalation meter, log, hints). - [x] Align the pause, settings, and shift-review panels to their mockups. - [x] Align the radio and wand panels to their mockups. - [x] Align the body-camera timeline to its mockup. - [ ] Align scene lighting, fog, and post-processing for `venue_overview` and `late_night_avenue`. ## Realism follow-ups (v0.6.1 candidates) - [ ] Fixed ground exposure for the entrance view: it is still ~20 % brighter than the concept. Either put the entrance in the building's shadow (sun yaw/elevation) or add a slight per-view exposure so the shaded sidewalk reads mid-grey. - [ ] Make the flashlight read in the dark: the `06-night-flashlight` concept shows a visible beam, but a Compatibility spot light only brightens the near wall. A cheap fake cone (an additive mesh or a light-shaft quad) would sell it, and the night mockup expects it. - [ ] NPC skin/clothing still reads as low-poly next to the concepts (judge `characters` ≈ 0–1). The Blender library has the budgets for one more detail pass (fingers, sleeves, faces). - [ ] The `screen_designs.py judge` default model (`google/gemini-2.5-flash-lite`) currently fails with a provider "API key not valid" 400; the tool retries once. Re-check before the next release and either pin a working model or document `--model`. - [ ] Add the two venue stages to the committed gallery (they are capture-only today) and give the Joke Shop and studio their own geometry so their concept comparisons are geometric, not just lighting. ## Future ideas (optional, not scheduled) - [ ] Live 3D body-camera replay (the timeline is text-only today). - [ ] Additional venues or seasonal events authored from the new `.tres` files. - [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural). - [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same `assets/models/generated/.glb` contract.