assets/images/ is now the runtime root for composed interface/scene art: ui/ for screen and panel art, scenes/ for full-frame scene art. Tiled PBR textures remain under assets/textures/; docs/screens/designs and concepts stay reference-only; QA captures stay under docs/screenshots. Mockups that become runtime art are copied/processed with a new name (no overwrites) and always have a code fallback. Records the convention in MEMORY, adds ADR-0014 to the architecture index, and closes the first storage-restructure TODO item.
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TODO
Godot 4.3 prototype. Latest release v0.6.0 (Blender character/gear/prop library, baked AO, environment lift). Headless suite 222/222 plus 69 Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
The scheduled presentation pass is complete (see DONE.md). The next scheduled pass is the
graphics-quality work in docs/plan-graphics-v0.6.md.
v0.6.0 shipped (2026-11-01): the Blender character/gear/prop library is integrated, AO maps are baked and wired, and the environment textures were lifted to 1024² with normal maps. See
DONE.mdfor the completed graphics plan.
Visual alignment with rendered mockups
The AI-rendered references in docs/screens/designs/ (start menu, pause, settings,
shift review, radial menu, HUD, scene views) describe the intended look of every
screen. This pass reorganizes how generated images are stored, makes the game load
the proposed interface/scene art from disk, and aligns the selection screens, HUD,
and scene visuals with those mockups — verified with
tools/screen_designs.py compare + judge.
Storage restructure
- Decide the canonical runtime image root (
assets/images/for UI/scene art): recorded inMEMORY.mdand ADR-0014. - Move the reference mockups from
docs/screens/designs/into the runtime root (keepdocs/screens/designs/as a docs-only copy or replace it with the new path). - Document one convention for game vs reference vs development images across
assets/textures/,assets/images/,assets/models/generated/,docs/screenshots/, anddocs/screens/designs/. - Re-run
godot --headless --path . --importto regenerate.importsidecars after any move. - Confirm
.gitignorestill excludes development-only outputs (concepts, Blender sources, raw AI fabrics) under the new layout.
Documentation path updates
- Update
README.mdpaths (screen-designs section, confirmed-assets links, theassets/images/backgroundsresize example). - Update
docs/architecture.md,PLAN.md, and ADR-0010/0011/0012/0013 references todocs/screens/designs/. - Update
tools/screen_designs.pydocstrings and mark the old paths inDONE.mdas historical.
Code path updates
- Point
tools/screen_designs.py generateat the new design output path and keepcompare/judgereading the right locations. - Update GDScript
preload()paths (materials.gd,hud.gd,world_builder.gd) if the game textures move. - Update
capture_screenshots.gd/capture_prop_gallery.gdoutput directories if captures relocate.
Load proposed interfaces + scene art from disk
- Add a central UI/scene art loader (e.g.
src/game/ui/art.gd) that loads the mockup-derived images from the new runtime root, with a procedural fallback when a file is missing. - Wire the start menu and venue selection screen to use the
start_menuscene art. - Wire the pause overlay, settings, shift review, radial menu, and HUD chrome to their reference images.
Align in-game visuals
- Make the venue selection screen match the
start_menumockup (layout, palette, background). - Make the HUD match the
targeting_npc/escalation_hudmockups (focus ring, escalation meter, log, hints). - Align the remaining panels (pause, settings, shift review, radio, wand, timeline) to their mockups.
- Align scene lighting, fog, and post-processing for
venue_overviewandlate_night_avenue.
Verify against the mockups
- Regenerate the staged captures and run
screen_designs.py compare(no gross drift). - Run
screen_designs.py judgeand clear everydiffverdict (targetmatch/review). - Add the capture + compare step to CI or a repeatable smoke so drift is caught early.
Fix mouse movement bug
- Investigate why mouse input is not being captured or processed correctly in the game window.
Improve in-game pop-ups
- Improve the visual appearance of in-game pop-ups (layout, button style, palette, icons, and text styling).
Realistic backgrounds, textures and scene references
Goal: replace the outdated flat skyline backdrop (assets/textures/skyline.png, black boxes
with dot windows) and the flat-looking surface tiles with AI-generated, more realistic
backgrounds and textures. Add a larger set of example 3D scene images as art direction, and
measure the in-game result against that target with the screenshot tools. Plan:
PLAN.md → Visual Quality Direction → Realism pass.
Rule for every step: never overwrite an existing image. New outputs get new paths. When a
path is taken, the tools pick the next free -vN suffix. Raw AI output stays on disk under
assets/textures/ai/v2/raw/ (gitignored like the other raw AI folders). Processed game-ready
candidates go to assets/textures/ai/game_ready/v2/, scene references to docs/screens/concepts/,
and trial captures and reports to docs/screens/realism/<run>/.
Step 1 — Tooling (tools/scene_concepts.py)
- Add a catalogue of prompts in three groups:
scene(16:9 example 3D game frames),backdrop(4:1 skyline panoramas with transparent sky), andtexture(seamless PBR surface tiles). Each entry has a name, prompt, role and target path. generate [--group] [--only] [--variants N]: call the OpenRouter image API throughgenerate_textures.generate_image(key from the repo.env), save raw output, and never overwrite (next_free_path). Print every file written.process: turn raw backdrops into 2048×512 RGBA strips that tile horizontally (edge crossfade, sky made fully transparent, hard alpha for the alpha-scissor material). Turn raw textures into seamless 1024² tiles (asset_pipeline.make_seamless) plus a normal map (make_normal_maps.normal_map). Skip outputs that already exist.audit: runasset_pipeline.audit_imageon the processed candidates (backdrop/tileroles) and fail on any bad result.realism: for each trial capture, report the Pillow detail metrics (edge density, contrast, colour spread, saturation) next to the matching concept image. Optionally ask a vision model (google/gemini-2.5-flash-lite) for 0–10 realism scores (lighting, materials, texture detail, backdrop, overall) with concrete fixes. Write a new JSON + Markdown report per run.- Unit tests (
tools/test_scene_concepts.py): catalogue shape, the no-overwrite path picker, backdrop/tile processing on synthetic images, metrics, and the judge payload/parse (offline, no network).
Step 2 — Example 3D scene images
- Generate 3D-game-style example frames for every venue and time of day: Hollywood entrance (morning, golden hour, rainy night), boulevard skyline view (day, dusk), Joke Shop alley (evening, close-up of the door), studio stage door (night arrival), sidewalk material close-up, entrance steps and podium, crowd-control barrier line, and a responder arrival wide shot.
- Review the set and record the visual targets each frame sets (sky, haze, material detail, backdrop depth) in the report.
Step 3 — Backgrounds (replace the outdated skyline)
- Generate skyline panoramas for day, dusk and night (lit windows): Hollywood/Los Angeles mid-rise blocks, palm silhouettes, the hills on the horizon, a transparent sky, and a straight-on view, in several variants each.
- Process them into
assets/textures/ai/game_ready/v2/skyline_{day,dusk,night}.png, seamless horizontally for the 3× UV repeat around the backdrop ring.
Step 4 — Textures
- Generate higher-detail seamless tiles: red brick facade, granite/limestone facade (studio), sidewalk concrete pavers with joints, asphalt with aggregate, wet night asphalt, stone steps, striped awning canvas, and stucco wall.
- Process them into 1024² game-ready tiles plus normal maps in
assets/textures/ai/game_ready/v2/and audit them.
Step 5 — In-game trial captures (no game-code change)
- Add
src/test/capture_realism.gd. It boots the Hollywood venue, captures a fixed shot list (entrance day, boulevard/skyline day, boulevard night), and can swap textures at runtime from--skyline=/--brick=/--concrete=/--asphalt=user arguments. The swap finds materials by their current texture, so baseline and candidate frames use the same camera. Writes touser://screenshots/realism/<tag>/. - Capture the baseline (current assets) and the candidate set (v2 skyline + textures), and
copy them into
docs/screens/realism/<run>/{baseline,candidate}/.
Step 6 — Compare against the realistic target
- Run
scene_concepts.py realismon baseline and candidate. Record the metric deltas and the vision scores, and note which candidate textures/backdrops win. - Note the remaining realism gaps (sky/fog, lighting, building geometry, NPC fidelity) as follow-up tasks below.
Step 7 — Adopt the winners (after the in-flight normal-map/AO work is committed)
- Point
WorldBuilder.T_SKYLINEat the chosen v2 skyline (separate day/night textures throughset_night_mode), and retunealbedo_colorfor the realistic strip. - Switch
materials.gd/world_builder.gdsurface preloads to the chosen v2 tiles + normal maps, keeping the current UV scales. Updatetest_materials.gd/test_world.gd. - Regenerate
docs/screenshots/withcapture_screenshots.gd, then runscreen_designs.py compare+judgeandscene_concepts.py realism. There must be nodiffverdict regressions, and realism scores must not drop. - Update
README.md(tool usage + gallery),MEMORY.mdanddocs/architecture.md.
Future ideas (optional, not scheduled)
- Live 3D body-camera replay (the timeline is text-only today).
- Additional venues or seasonal events authored from the new
.tresfiles. - Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- Swap the primitive prop builder for an image-to-mesh model API behind the same
assets/models/generated/<prop>.glbcontract.