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security-game/TODO.md
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zwitschi 00faf45e83 Use the shift review mockup as the end-of-shift backdrop
Wrap the review content in a Control root, draw the shift_review art behind an
opaque panel, and style the action buttons to match the mockup. Headless
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TODO

Godot 4.3 prototype. Latest release v0.6.0 (Blender character/gear/prop library, baked AO, environment lift). Headless suite 222/222 plus 81 Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.

The scheduled presentation pass is complete (see DONE.md). The next scheduled pass is the graphics-quality work in docs/plan-graphics-v0.6.md.

v0.6.0 shipped (2026-11-01): the Blender character/gear/prop library is integrated, AO maps are baked and wired, and the environment textures were lifted to 1024² with normal maps. See DONE.md for the completed graphics plan.

Visual alignment with rendered mockups

The AI-rendered references in docs/screens/designs/ (start menu, pause, settings, shift review, radial menu, HUD, scene views) describe the intended look of every screen. This pass reorganizes how generated images are stored, makes the game load the proposed interface/scene art from disk, and aligns the selection screens, HUD, and scene visuals with those mockups — verified with tools/screen_designs.py compare + judge.

Storage restructure

  • Decide the canonical runtime image root (assets/images/ for UI/scene art): recorded in MEMORY.md and ADR-0014.
  • Move the reference mockups from docs/screens/designs/ into the runtime root (keep docs/screens/designs/ as a docs-only copy or replace it with the new path).
  • Document one convention for game vs reference vs development images across assets/textures/, assets/images/, assets/models/generated/, docs/screenshots/, and docs/screens/designs/ (in docs/architecture.md, ADR-0014).
  • Re-run godot --headless --path . --import to regenerate .import sidecars after any move.
  • Confirm .gitignore still excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.

Documentation path updates

  • Update README.md paths (screen-designs section, confirmed-assets links, the assets/images/scenes resize example).
  • Update docs/architecture.md, PLAN.md, and ADR references: docs/screens/designs/ is now explicitly the reference-only snapshot; runtime art lives in assets/images/ (ADR-0014).
  • Update tools/screen_designs.py docstrings and mark the old paths in DONE.md as historical.

Code path updates

  • Point tools/screen_designs.py generate at the new design output path and keep compare/judge reading the right locations.
  • Update GDScript preload() paths if game textures move (no runtime material/model textures moved; UI art added under assets/images/).
  • Update capture output directories if captures relocate (none did; QA captures stay in docs/screenshots/).

Load proposed interfaces + scene art from disk

  • Add a central UI/scene art loader (e.g. src/game/ui/art.gd) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing.
  • Wire the start menu and venue selection screen to use the start_menu scene art.
  • Wire the pause overlay to pause_overlay scene art (backdrop + opaque panel cover).
  • Wire the settings panel to settings_panel art.
  • Wire the shift-review screen to shift_review art (backdrop + opaque panel cover).
  • Wire the radial menu and HUD chrome to their reference images.

Align in-game visuals

  • Make the venue selection screen match the start_menu mockup (layout, palette, background).
  • Make the HUD match the targeting_npc / escalation_hud mockups (focus ring, escalation meter, log, hints).
  • Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
  • Align scene lighting, fog, and post-processing for venue_overview and late_night_avenue.

Verify against the mockups

  • Regenerate the staged captures and run screen_designs.py compare (no gross drift).
  • Run screen_designs.py judge and clear every diff verdict (target match/review).
  • Add the capture + compare step to CI or a repeatable smoke so drift is caught early.

Fix mouse movement bug

  • Investigate why mouse input is not being captured or processed correctly in the game window.

Improve in-game pop-ups

  • Improve the visual appearance of in-game pop-ups (layout, button style, palette, icons, and text styling).

Realistic backgrounds, textures and scene references

Goal: replace the outdated flat skyline backdrop (assets/textures/skyline.png, black boxes with dot windows) and the flat-looking surface tiles with AI-generated, more realistic backgrounds and textures. Add a larger set of example 3D scene images as art direction, and measure the in-game result against that target with the screenshot tools. Plan: PLAN.md → Visual Quality Direction → Realism pass.

Rule for every step: never overwrite an existing image. New outputs get new paths. When a path is taken, the tools pick the next free -vN suffix. Raw AI output stays on disk under assets/textures/ai/v2/raw/ (gitignored like the other raw AI folders). Processed game-ready candidates go to assets/textures/ai/game_ready/v2/, a local pool where only the validated picks are tracked (ADR-0014). Scene references go to docs/screens/concepts/, and trial captures and reports to docs/screens/realism/<run>/.

Step 1 — Tooling (tools/scene_concepts.py)

  • Add a catalogue of prompts in three groups: scene (16:9 example 3D game frames), backdrop (4:1 skyline panoramas with transparent sky), and texture (seamless PBR surface tiles). Each entry has a name, prompt, role and target path.
  • generate [--group] [--only] [--variants N]: call the OpenRouter image API through generate_textures.generate_image (key from the repo .env), save raw output, and never overwrite (next_free_path). Print every file written.
  • process: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw textures into seamless 1024² tiles (asset_pipeline.make_seamless) plus a normal map (make_normal_maps.normal_map). Skip outputs that already exist.
  • audit: run asset_pipeline.audit_image on the processed candidates (backdrop / tile roles) and fail on any bad result.
  • realism: for each trial capture, report the Pillow detail metrics (edge density, contrast, colour spread, saturation) next to the matching concept image. Optionally ask a vision model (google/gemini-2.5-flash-lite) for 0–10 realism scores (lighting, materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON + Markdown report per run.
  • Unit tests (tools/test_scene_concepts.py): catalogue shape, the no-overwrite path picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse (offline, no network).

Step 2 — Example 3D scene images

  • Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance (morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley (evening, close-up of the door), studio stage door (night arrival), sidewalk material close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival wide shot.
  • Review the set and record the visual targets each frame sets (sky, haze, material detail, backdrop depth) in the report.

Step 3 — Backgrounds (replace the outdated skyline)

  • Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a straight-on view, in several variants each.
  • Process them into assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}*.png, seamless horizontally for the 3× UV repeat around the backdrop ring. Strips are 2048×1024 (2:1, one UV repeat of the 400×60 m ring is about 133×60 m). 12 candidates, 11 audit clean; skyline_day-v3 misses the seam limit by 0.6. Variants 1–2 contain garbled "Hollywood" lettering, so the prompt now forbids signs. Picks: skyline_day-v4, skyline_dusk-v3, skyline_night-v4.

Step 4 — Textures

  • Generate higher-detail seamless tiles: red brick facade, granite/limestone facade (studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt, stone steps, striped awning canvas, and stucco wall.
  • Process them into 1024² game-ready tiles plus normal maps in assets/textures/ai/game_ready/v2/ and audit them (16 tiles + 16 normals, all good). The awning_canvas seam crossfade smears the stripes at the tile edge; it needs a stripe-aligned crop.

Step 5 — In-game trial captures (no game-code change)

  • Add src/test/capture_realism.gd. It boots the Hollywood venue, captures a fixed shot list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at runtime from --skyline= / --brick= / --concrete= / --asphalt= user arguments. The swap finds materials by their current texture, so baseline and candidate frames use the same camera. Writes to user://screenshots/realism/<tag>/.
  • Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and copy them into docs/screens/realism/<run>/{baseline,candidate}/.

Step 6 — Compare against the realistic target

  • Run scene_concepts.py realism on baseline and candidate. Record the metric deltas and the vision scores, and note which candidate textures/backdrops win. Run docs/screens/realism/2026-11-01-v2/ (report-v2.md, sheet.jpg) gives these mean judge scores: backdrop 2.6 → 3.6 (v2 day + night skyline) → 4.0 (v2 day + dusk skyline for the Evening phase), texture detail 1.2 → 1.6–1.75, overall 1.6 → 2.0. Single scores swing by ±1–2 between runs, so read them as trends. The characters score moved from 3.0 to 1.0 with identical NPCs, which shows the noise.
  • Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as follow-up tasks below.

Step 6b — Follow-ups from the 2026-11-01 realism report

  • Fix sidewalk overexposure: the concrete reads near-white in every day shot, while the concepts keep the ground mid-grey. Lower the albedo tint or the sun energy, or add tonemap exposure in Materials.configure_environment.
  • Make the Evening/Late phases darker and lit by practical lights (marquee, lamps, windows), and add wet-asphalt roughness at night, as in the rain-night concept.
  • Choose the skyline per phase (day → skyline_day, Evening → skyline_dusk, Late → skyline_night) and lower the fog density on the backdrop so the night windows show.
  • Raise the backdrop plane (60 m → ~90 m) or use 2 UV repeats so the skyline is not a thin strip at the horizon.
  • Add facade depth (plinth, cornice, window reveals) and replace the blob trees and shrubs with denser foliage meshes (Blender library follow-up).
  • Re-cut awning_canvas so its stripes align at the tile edge.
  • Capture shots from the Joke Shop and the studio too (add them to capture_realism.gd / SHOTS).

Step 7 — Adopt the winners (after the in-flight normal-map/AO work is committed)

  • Track the validated picks in place (ADR-0014). game_ready/v2/* is a gitignored local pool; .gitignore un-ignores the skyline picks and the brick/pavers/asphalt (+ wet) tiles and their normals. Never replace the existing game_ready/ files.
  • Point WorldBuilder.T_SKYLINE at the chosen v2 skyline (separate day/night textures through set_night_mode), and retune albedo_color for the realistic strip.
  • Switch materials.gd / world_builder.gd surface preloads to the chosen v2 tiles + normal maps, keeping the current UV scales. Update test_materials.gd / test_world.gd.
  • Regenerate docs/screenshots/ with capture_screenshots.gd, then run screen_designs.py compare + judge and scene_concepts.py realism. There must be no diff verdict regressions, and realism scores must not drop.
  • Update README.md (tool usage + gallery), MEMORY.md and docs/architecture.md.

Future ideas (optional, not scheduled)

  • Live 3D body-camera replay (the timeline is text-only today).
  • Additional venues or seasonal events authored from the new .tres files.
  • Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
  • Swap the primitive prop builder for an image-to-mesh model API behind the same assets/models/generated/<prop>.glb contract.