4.0 KiB
4.0 KiB
Development Status
Baseline: v0.9.8 (2026-11-04). 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 auditandnpc_proportions.pypass 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: v0.9.8 is published; 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 NPC base is wired for one character (
npc_casual): arm-down rest, five tint slots, unwrapped UVs, 62-joint rig at source proportions, Idle/Walk/Sit pose code, 6,206 tris. The remaining0.9.9blocker is the owner face/silhouette decision (docs/screens/npc-face-gate/); the full 12-role roster rollout is0.9.10. The other eleven characters stay procedural with the MakeHuman head until that decision lands. - 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.