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security-game/docs/project/development-status.md
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Reorganize docs into category folders and drop the retired head-review page
Group the top-level docs into docs/project, docs/design, docs/assets and
docs/process, each with its own README index. Delete the superseded
docs/screens/head-review page and sheets. Rewrite every markdown link,
absolute docs path and tool/test reference to the new locations, fix the
pre-existing broken anchors and remove the dead Joke Shop photo-board link.
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2026-11-06 20:13:03 +01:00

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Development Status

Baseline: v0.9.9 (2026-11-06). This page lists what the build currently supports and what remains; it is not a release history. Completed work lives in DONE.md, user-facing changes in CHANGELOG.md, and the active order/gaps in TODO.md.

Implemented

Area Current capability
Core shift Venue menu → 15-minute shift → events, incidents, review and campaign continuation. Pause/restart/settings/quit, checkpoint resume and campaign persistence are implemented.
Venues Hollywood Boulevard (Masonic Temple / El Capitan block), The Joke Shop (Sunset Strip stand-in), and the Late Night TV Studio (same El Capitan block, arrival staging). Day/Night is a phase offset on one map, not a second bake.
NPCs 12-character Blender library (8 variants + 4 crowd variants), five tint slots, 13 required core bones with optional extras, gear attach points, procedural fallback, LOD/impostor tier and a 24-NPC budget smoke.
Interaction Focus cone/aim-free cycling, action wheel, gestural deterrence, reason/recognize, inspection, wand screening, blocking, body camera, assistance/emergency radio, responder arrival and text timeline.
Access and escalation Six escalation levels, venue access policies, artifact validity/recognition, door lock, crowd reactions, investigation/false-report handling and shift review.
UI/input Keyboard/mouse and gamepad bindings, focus rings, default modal focus, single top-modal close path, shared button states, font scaling, long-string handling, searchable Help and 21 committed UI/game captures.
Audio/accessibility Procedural crowd bed and radio cues, master/SFX/ambience volumes, reduced motion, captions, colour-independent escalation cue, hold-to-confirm emergency and guarded destructive actions.
Persistence Separate settings, campaign, shift-history and versioned checkpoint files; default-filling migration, atomic writes and corrupt/partial-file fallback. Save locations and rollback are documented in getting-started.md.
Assets Blender character/gear/prop library with AO and manifests; 256² NPC maps with 4× fabric weave; image/texture pipelines, reference boards and three-up boards; environment/realism capture tools.
Build/release Godot 4.7.2 Compatibility/Web default plus optional Forward+ Desktop HQ. Gitea checks/build/publish, seven release assets, checksums, preflight/rollback and clean-worktree release discipline.

Current verification baseline

  • Godot headless suite: 277 passing
  • Python tooling tests: 162 passing
  • Asset audits: blender_assets.py audit / fit, npc_pipeline.py audit and npc_proportions.py pass for the committed library.
  • 24-NPC smoke: 168 meshes, 152,464 triangles, 6.94 ms (50 ms budget).
  • Screenshot gate: 21 good / 0 bad; screen-design judge 21/21 match.
  • Release baseline: v0.9.9 is published (Quaternius roster, accepted by the owner on 2026-11-06); the 0.10.0 release candidate remains gated on external playtest, legal/storefront, signing and platform-matrix work.

Known gaps

  • External first-time-player sessions and balance sweeps are not completed.
  • The Quaternius roster is shipped (0.9.9): all twelve characters are baked from the three CC0 sources (casual tee, hoodie, work clothes), 4,458–6,424 triangles each, 62-joint rig at source proportions, arm-down rest, five tint slots, unwrapped UVs and baked 256² AO. The procedural library and the MakeHuman head remain the tested fallback.
  • The roster passed its owner visual review on 2026-11-06: faces, head gear, hand-held and back gear were all accepted after the follow-up fixes. The review page and its sheets were retired; the measurements live in docs/assets/3d-model-review.md and docs/assets/blender-assets.md.
  • Roster silhouette variety is narrower than the procedural library (three meshes for twelve roles, differentiated by tint and gear) until the modular part library is added.
  • Head gear is authored for the shipped Quaternius head; the procedural fallback therefore wears slightly undersized caps. Cosmetic, fallback-only.
  • Accessibility/localization acceptance, target-hardware profiling, macOS signing/notarization and AI/storefront legal approval remain open.
  • Live 3D replay, recorded VO/music, more venues and seasonal content are future work.

See TODO.md for the ordered task list and known-limitations.md for the current release blockers. Architecture and ownership are in architecture.md.