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security-game/TODO.md
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zwitschi 031503e161
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Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
- tools/generate_textures.py (deterministic PIL) produces all authored PNGs:
  brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons,
  access-card art (all <=1024px, power-of-two)
- WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning
  with 'STEP LINE', generated skyline backdrop planes
- GameManager: soft sun shadows (4-split parallel); guard in 'guard' group
- NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera,
  delivery box, performer hat, protest sign, tourist backpack), procedural
  walk bob, head-turns-toward-guard attention cue
- HUD: inspection artifact cards, mode icons (flashlight/door/wand),
  per-escalation vignette, body-camera overlay (corner brackets + REC + clock)
- assets/ import convention documented; test_asset_textures_present_and_pow2
  guards the pipeline (57 tests pass)
- README tech stack updated for Gitea Actions + asset pipeline; screenshot
  gallery regenerated (day + night)
2026-10-31 13:33:43 +01:00

5.3 KiB

TODO

🔧 CI — cache timeout mitigation (from .gitea/logs/ review)

actions/cache@v4 times out against GitHub's cache service on this runner (/twirp/github.actions.results.api.v1.CacheService/… — the Gitea host has no local actions-cache configured). Restore/save retry for ~2 min per run. The checks job still passes; this is noise + risk of flaky timeouts.

  • Remove the actions/cache@v4 step from checks in .gitea/workflows/build.yml (Godot import takes ~4s; caching .godot is not worth the timeout risk).
  • Add GODOT_SILENCE_ROOT_WARNING=1 to godot steps to quiet container-as-root noise.
  • Push and confirm the next .gitea/logs/ run has no CacheService timeouts (run 1090: 0 cache lines — previously ~12; 54/54 tests, job succeeded).
  • Optional (host admin): document in docs/RELEASING.md that actions/cache needs a Gitea [cache.actions] + cache server before it can be reintroduced.

Goal: users hitting the README Downloads section can actually download a playable version from https://git.allucanget.biz/zwitschi/security-game/releases.

  • Install Godot 4.3 export templates locally (see docs/RELEASING.md step 1).
  • Run ./tools/build_releases.sh and confirm the three artifacts appear in build/.
  • Smoke-test the Linux binary launches (./build/step-line-linux-0.1.0.x86_64 --headless --quit-after 120 → 0 script errors).
  • Create a Gitea release v0.1.0 (tag matching config/version in project.godot) — needs GITEA_TOKEN: GITEA_TOKEN=... ./tools/publish_release.sh 0.1.0.
  • Verify the README Downloads links resolve: visit the release page and download one artifact.
  • (Local workflow) tools/publish_release.sh exists so future releases need only a GITEA_TOKEN.

Follow-ups once the first release is live

  • CI packaging: Gitea Actions workflow (.gitea/workflows/build.yml) builds and uploads artifacts on tags and dispatch.

Future Systems (design-level backlog)

  • Body-camera replay timeline in the shift review.
  • Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases).
  • Venue selection screen with a proper startup menu (keyboard cycling with V is implemented; a menu is the next iteration).
  • IDE/editor-based GUT integration when a Godot editor workflow is introduced.
  • Reduce RefCounted reference cycles (NPCController <-> FSM) noted in MEMORY.md.

Open Polish

  • Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation.
  • Add an escape-to-circuit handling note: signals in Strings.fmt are positional; keep % placeholders stable when adding keys.

Detailed Graphics

The prototype is entirely procedural BoxMesh with flat StandardMaterial3D colors (see src/game/world_builder.gd and src/game/npc_avatar.gd). The items below upgrade it toward a finished look. When a task needs a texture, sprite, decal, or reference image, use the integrated image-generation function to produce it (e.g. seamless building facade, sidewalk concrete, asphalt, awning sign, wristband/ID inspection cards, HUD icons). Generated images go under assets/ and are imported as Godot textures; keep them small (≤1024px) and power-of-two where possible.

Environment

  • Replace flat facade boxes with textured materials: brick/concrete facade, glass door, awning with a readable sign (tools/generate_textures.py → assets/textures/).
  • Add a sidewalk concrete texture and street asphalt texture with center dashes (seamless PNGs).
  • Add a sky: ProceduralSkyMaterial + generated skyline backdrop planes + soft sun shadows (4-split parallel).
  • Add props for depth: street lamps (emissive bulbs + omni lights), planters, low-poly trees (bollards/trash can still optional).
  • Add a night/evening lighting pass: dim ambient, warm street-lamp point lights, marquee glow, flashlight cone (G).

NPCs

  • Replace capsule bodies with a simple humanoid rig (torso/head/limbs) keeping the archetype color coding as the base.
  • Add per-archetype visual identity: camera (influencer), delivery box, performer hat, protest sign, tourist backpack.
  • Add a simple procedural walk animation (body bob + lean) so NPCs don't glide.
  • Add a facing/attention cue: NPC head turns toward the guard once perceive_guard raises awareness.

UI and feedback

  • Replace text-only inspection with visual artifact cards (ID/wristband/ticket/credential/guest-list card art + tooltips).
  • Add HUD icons for wand, flashlight, and door-lock states (small white PNGs); tone-picker icon was removed with the tone system.
  • Add a screen-space vignette tinted per escalation level.
  • Add a body-camera frame overlay: corner brackets, REC indicator, and a running shift clock.

Performance and pipeline

  • Set up an assets/ import convention (≤1024px, power-of-two) and document it in README.md; assets generated by tools/generate_textures.py (deterministic, PIL).
  • Profile the crowd: ensure textured materials and props don't hurt the target frame rate around a busy entrance.
  • Add LOD or culling for distant NPCs/props if the crowd grows.