- 0007: input layers so WASD/look never fire person-verbs; freeze while modal - 0008: cone focus + billboarded head ring; no type names in the world - 0009: doughnut action menu (LMB/Space open, click or A/D then Space, Esc/RMB cancel); emergency stays on R - 0010: keep procedural rigs, add face/hair/neck; no Mixamo this pass Linked from architecture.md, PLAN.md, TODO.md, MEMORY.md.
54 lines
2.9 KiB
Markdown
54 lines
2.9 KiB
Markdown
# ADR-0010: Procedural NPC presentation
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- **Status:** Accepted
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- **Date:** TBD
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## Context
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Avatars are `CharacterBody3D` capsules color-coded by `NpcType`, with a few props (camera, box, hat, sign, bag), height and brightness variation from a seed, a walk bob, and a head turn toward the guard when noticed. They work as markers. At conversation distance they do not read as people: no neck, no face direction, no shoes, no hair.
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The player is supposed to judge from clothes, props, and behavior, not from a label. The HUD currently prints the internal type (`Violent Threat`, `Trespasser`) next to the name. Putting that name on the body would make the judgment for them.
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A full Mixamo / GLB pipeline would also add animation imports, licenses, and a skeleton the rest of the sim does not need yet. AI textures in `assets/textures/ai/` are not sized or wired for clothing.
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## Decision
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Keep the procedural capsule rig for this pass. Do not add skinned meshes or Mixamo.
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Make the body read as a person at conversation distance:
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- Neck between torso and head.
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- Shoes.
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- Hair cap whose color comes from the visual seed.
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- Two dark eye spheres so the head has a front.
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- Named `Head` node (`Rig/Head`) as the attach point for the focus ring (ADR-0008) and the focus cone.
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- Collision capsule scaled to the visible height so the cone hits the body the player sees.
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Keep archetype props, height / brightness variation, walk bob, and the notice head-turn.
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Do **not** put the internal type name on the body or as a world nametag. A focused `display_name` under the ring is allowed. The debug overlay (`F`) may still print type, intent, and FSM state. The HUD target line can keep the type during the prototype; removing it from the HUD is a later readability pass, not this one.
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AI clothing textures stay out unless a map is already the right size and is wired on purpose.
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## Consequences
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### Positive
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- People have a face direction the ring and the "noticed the guard" cue can use.
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- No new asset toolchain, licenses, or animation retargeting.
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- Head is a stable node other systems can find.
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- The player is not told `Violent Threat` by a floating label.
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### Negative
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- Capsule people still look like a prototype at cinematic camera distance.
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- Hair and eyes are spheres; they will not survive a close-up trailer.
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- A later skinned-mesh pass will replace this rig and must keep the `Head` contract.
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## Alternatives considered
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- **Skinned Mixamo / GLB characters now:** Rejected. Cost and pipeline exceed this pass; the sim only needs a readable body and a head node.
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- **Billboard sprites:** Rejected; first-person movement walks around people, and sprites fail at profile views.
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- **Keep colored capsules as-is:** Rejected; the head ring and cone need a real head, and capsules do not read as people at two metres.
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- **World labels with archetype names:** Rejected because they leak sim truth and skip observation.
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