- audit_glb decodes geometry: 400 tris / 600 verts budget, degenerate triangles, UV range, ground contact, one material; newspaper box parts moved to sit on y=0 - capture_prop_gallery.gd renders the six props on a studio backdrop; new prop_gallery catalogue entry + AI mockup (compare 10 good, judge match 0.90) - headless test that instances share the imported atlas material - README documents the gallery capture and budget; TODO props pipeline section moved to DONE
83 lines
4.7 KiB
Markdown
83 lines
4.7 KiB
Markdown
# TODO
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Godot 4.3 prototype. Latest release **v0.4.0** (prop collision, placement, variants). Headless
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suite **187/187** plus **53** Python tooling tests; the session, PLAN-verb, crowd, emergency,
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timeline, audio, scenario-content, props, and windowed focus/radial smokes pass. Anonymous
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downloads are enabled on the host.
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The sections below are the rest of the presentation pass: NPC characters and player movement.
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Each task is meant to be a small, reviewable slice with its own verification.
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## Better NPC Characters
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### Appearance and rig
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- [ ] Replace the rigid capsule limbs with an articulated rig: shoulder, elbow, hip, and knee
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joints, so a walk cycle can bend knees and swing arms instead of rotating whole capsules.
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- [ ] Add layered clothing: jacket over shirt, hi-vis vest, security uniform, dress/skirt, and
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coat, with deterministic per-profile colourways and material roles.
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- [ ] Extend the accessory catalogue: bag, umbrella, phone, camera, clipboard, headphones, and a
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coffee cup; attach them to the correct hand/back socket.
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- [ ] Add face and hair variety: several hair silhouettes, beards, hats, eye/brow shapes, age and
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height ranges, and a small set of face textures or decal planes so heads are not identical.
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- [ ] Keep appearance deterministic per `(profile, seed)` and add a test that the same seed
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produces the same outfit while different types stay recognisable.
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### Animation and staging
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- [ ] Add an idle layer: breathing, weight shift, occasional look-around, phone check, and
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arms-crossed, blended with the current walk and reaction states.
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- [ ] Add conversation gestures: facing the guard when addressed, talking hand movement, nodding,
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backing away, and pointing, driven by the existing reaction/escalation events.
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- [ ] Improve the walk cycle: stride length tied to speed, foot planting without sliding, and a
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distinct hurry/flee gait that matches `FLEE_SPEED`.
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- [ ] Stage a door queue: waiting offsets, one-at-a-time approach, no overlapping capsules, and a
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step-aside after the admission decision.
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- [ ] Make reactions readable at a distance with body language plus a short icon/label
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(rubberneck, panic, calm, angry) so crowd state is legible without the debug panel.
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### Performance and budgets
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- [ ] Add three LOD tiers (full rig, simplified mesh, billboard) with distance hysteresis, and
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disable shadows for far tiers; keep the switch deterministic and testable.
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- [ ] Re-measure the live-NPC budget with the full rig at `MAX_LIVE_NPCS`, and add a perf smoke
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that fails when frame time crosses the documented budget.
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- [ ] Add tests for animation state transitions (idle → walk → react) and for queue spacing at
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the door.
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## Better Player Movement
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### Feel and handling
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- [ ] Split acceleration and deceleration in `guard_controller.gd` (faster stop than start, no
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ice-skating), then tune `move_speed` and `accel` against a windowed feel pass.
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- [ ] Add step-up assist for kerbs and the entrance steps (about 0.3 m) and keep wall sliding
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smooth so the guard does not stick on doorframes, railings, or prop colliders.
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- [ ] Add subtle head bob tied to stride and speed, a small FOV change in precision walk, and a
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landing dip; expose a motion-sickness toggle in settings with persistence.
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- [ ] Give precision walk (Shift) visible feedback: a HUD state chip and an audio tick when it
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engages, in addition to the slower speed.
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- [ ] Add surface-aware footsteps (concrete, asphalt, stone steps) with stride-synced timing and
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a distinct landing sound, reusing the procedural audio helpers.
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### Input and accessibility
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- [ ] Add gamepad support: move/look actions, radial and action bindings, deadzone and look
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sensitivity, with prompts that follow the active device.
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- [ ] Move the remaining hard-coded keys into `InputMap` actions and persist any remaps through
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the settings panel (keyboard and gamepad).
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- [ ] Add a mouse-sensitivity and invert-Y setting if missing, and test the values survive a
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settings save/load round trip.
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- [ ] Add movement tests: acceleration ramp, step-up height limit, precision-walk speed, wall
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slide, and gamepad deadzone.
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- [ ] Run one windowed movement smoke per change above (walk the full block, climb the steps,
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strafe along the wall) and capture a short screenshot set for the compare tool.
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## Future ideas (optional, not scheduled)
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- [ ] Live 3D body-camera replay (the timeline is text-only today).
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- [ ] Additional venues or seasonal events authored from the new `.tres` files.
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- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
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- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
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`assets/models/generated/<prop>.glb` contract.
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