- 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)
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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@v4step fromchecksin.gitea/workflows/build.yml(Godot import takes ~4s; caching .godot is not worth the timeout risk). - Add
GODOT_SILENCE_ROOT_WARNING=1to godot steps to quiet container-as-root noise. - Push and confirm the next
.gitea/logs/run has noCacheServicetimeouts (run 1090: 0 cache lines — previously ~12; 54/54 tests, job succeeded). - Optional (host admin): document in
docs/RELEASING.mdthatactions/cacheneeds a Gitea[cache.actions]+ cache server before it can be reintroduced.
🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
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.mdstep 1). - Run
./tools/build_releases.shand confirm the three artifacts appear inbuild/. - 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 matchingconfig/versioninproject.godot) — needsGITEA_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.shexists so future releases need only aGITEA_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
Vis 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:
signalsinStrings.fmtare 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_guardraises 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 inREADME.md; assets generated bytools/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.