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Record the v0.9.6 release build
2026-11-03 06:19:38 +01:00

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TODO

Work is grouped by theme. Each item should be small enough to complete and verify on its own; see AGENTS.md for the workflow and MEMORY.md for the decisions behind these plans.

Gap Analysis and 0.x Roadmap

Baseline: v0.9.6 (2026-11-03). Three playable venues, tutorial/campaign/checkpoint resume, difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete escalation/access/radio loop, shift review, the Blender asset library, 263 headless + 101 Python tests, a 21/21 clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong release-candidate foundation, not yet a 0.10.0 release candidate.

Documentation audit (completed 2026-11-01)

  • Make docs/architecture.md the single architecture source: asset/content pipeline contracts, runtime venue-switch/fallback flows, deployment/version constraints, quality requirements, risk register and documentation ownership map.
  • Keep command-heavy operational pages separate but subordinate: docs/asset-tooling.md, docs/blender-assets.md, docs/getting-started.md, docs/RELEASING.md and docs/smoke-checklist.md link to architecture rather than acting as parallel sources.
  • Remove the obsolete docs/plan-graphics-v0.6.md and its links; completed graphics work is represented by ADR-0013, the asset pipeline section and the changelog.
  • Resolve stale claims: README release version/download row, development status "Forward+ not implemented", and Blender props "not AO-baked".
  • Record the documentation ownership rule in docs/architecture.md §12: design intent (PLAN.md), mechanics (gameplay.md), system architecture/contracts (architecture.md), decisions (ADRs), status (development-status.md), roadmap (TODO.md), operations (tooling/release docs).

Gap register (remaining roadmap)

Area Current baseline Remaining gap Risk Milestone
Content and balance 3 venues with validated 12+ event matrices, recovery events and contextual dialogue External playtest evidence, balance/fairness pass, event-weight tuning and final content lock Repetition or unfair outcomes survive into the release candidate 0.10.0
Dialog/UI Audited terminology, copy, button states, focus/navigation, modal close, long strings and all 21 screen captures Keep the capture/compare/judge gate current as content changes Low; the remaining risk is drift after new UI is added Complete (0.9.3)
Animation/presentation Procedural pose layers, portrait captures, reduced hem clipping, 8,000/8,000 NPC cap Thorough NPC silhouette/face/gear/pose/LOD optimization before visual QA Close-up jank reduces perceived quality Complete (0.9.4)
Audio/accessibility Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes Public release cannot claim accessible play 0.10.0
Localization English JSON table, validation and input-generated Help Pseudo-locale/layout audit and translator workflow sign-off Text expansion/clipping at release 0.10.0
Performance/platform 24-NPC headless budget (6.94 ms), Compatibility/Web/HQ paths Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence Platform-specific drops or startup failures 0.9.6 / 0.10.0
Save lifecycle Settings/campaign/history/checkpoint files, atomic writes Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions Player progress loss on upgrade 0.10.0
QA/CI Headless suite, smokes, screenshot compare, 21/21 judge Release-candidate smoke matrix, final gallery and release dry run Regressions escape the release gate 0.9.6 / 0.10.0
Release/legal Unsigned desktop/macOS builds, Web/HQ packages Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review Public release blocked by trust/policy 0.10.0
Documentation Architecture/ADR/status/roadmap ownership established Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page Docs drift at launch 0.9.6 / 0.10.0
Future 0.x Stable 0.x feature set Live replay, more venues, VO/music, image-to-mesh props and seasonal content Scope creep before release 0.11.0+

Current priority: map optimization, the pre-build NPC revisit, the 0.9.3 UI polish, 0.9.4 NPC visual optimization, 0.9.5 texture refinement and 0.9.6 integration passes are complete (all moved to DONE.md). The 0.10.0 release candidate is next: content lock, external playtest, balance, save migration and release/legal sign-off. The source version is 0.9.6; the v0.9.6 release is published.

Postponed — Milestone 0.10.0 — Release candidate

Goal: freeze the feature set, prove it with external players, clear release/legal blockers and verify every distribution path. This is the next minor release after the 0.9.x patch line.

Content lock and external playtest

  • Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes may land after the freeze.
  • Produce a release-candidate build with the tutorial, campaign, all three venues, Help, accessibility settings and checkpoint/resume enabled.
  • Run at least five first-time-player sessions covering the tutorial and one full venue shift; record where players get stuck, misunderstand evidence or choose disproportionate escalation.
  • Triage findings by severity (P0/P1/P2) and fix every P0/P1 onboarding/accessibility issue; keep the rest as explicit known limitations or post-0.10 items.
  • Re-run the affected tutorial/campaign smokes after each fix and capture a fresh first-hour walkthrough for the release notes.

Balance and fairness pass

  • Define measurable targets for routine compliance, access-decision accuracy, peaceful resolution, justified emergency calls and false-positive/false-negative rates.
  • Run scripted venue sweeps across easy/normal/hard and all four phases; compare outcomes and tune event weights, reaction tables, compliance and report strictness where targets fail.
  • Review emergency calls against actual danger: no routine behavior should make emergency the dominant winning move, and genuine threats must remain answerable.
  • Verify the reputation grades, debrief explanations and campaign progression still communicate the de-escalation-first design after tuning.
  • Record the balance evidence and any deliberate exceptions in docs/development-status.md or MEMORY.md.

Save migration and session reliability

  • Add fixtures for a 0.8-era settings/campaign/history save and a 0.9.0 checkpoint; verify migration/default-filling and a clean first launch with no files.
  • Test fresh install → tutorial → campaign → pause → quit → resume → review → next venue on an isolated user-data directory.
  • Test corrupt JSON, partial temp files, missing optional fields and a failed atomic rename; confirm fallback behavior never destroys a valid save.
  • Verify checkpoint resume after all three venues, after an incident, with NPCs at the door and with flashlight/body-camera/door state set.
  • Document save locations, schema versions, reset behavior and rollback/export instructions in docs/getting-started.md and the release notes.

Release engineering and distribution

  • Run tools/build_releases.sh from a clean checkout and verify Linux/Windows/macOS/Web/HQ artifact names, sizes and checksums.
  • Smoke-test fresh Linux portable/AppImage, Windows portable/installer, macOS unzip/launch, Web static hosting and Desktop HQ Vulkan fallback on the target matrix.
  • Add a disk-space preflight and retention policy to the release/publish scripts so a full Gitea host cannot leave a partially uploaded release.
  • Verify release metadata, tag/version consistency, asset counts and download links; retain at least the latest 0.8/0.9 releases and document older-asset pruning.
  • Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly remains a future release blocker; record the quarantine instructions either way.
  • Audit AI-assisted asset provenance and licenses; record source/model usage and any redistribution constraints for textures, characters, props and UI art.
  • Audit audio/SFX/music licensing (or confirm everything is procedural) and add a credits file.
  • Review body-camera/privacy language, mental-health-crisis representation, age/content rating and storefront requirements; fix any release-blocking copy or content.
  • Add the player-facing credits, known limitations, accessibility statement and privacy note to the release package/README.
  • Mark external legal/storefront approval as complete or explicitly block the 0.10.0 release on it.

Documentation and visual sign-off

  • Update README.md, PLAN.md, docs/architecture.md, ADRs, docs/development-status.md, docs/getting-started.md, docs/smoke-checklist.md, CHANGELOG.md and this roadmap.
  • Regenerate the full screenshot gallery and realism baselines after content lock; run check_screenshots.sh and the pinned vision judge, recording model/spend/verdicts.
  • Run the manual smoke checklist on every target and attach/link the release-candidate evidence.
  • Verify the tutorial/campaign/help text at maximum font scale and with the longest strings.
  • Remove or archive stale plans/notes and confirm no contradictory version/status claims remain.

Release-candidate QA and exit

  • Run the complete headless suite, Python tooling, tutorial/campaign/session/scenario smokes, 24-NPC budget smoke and release build from a clean checkout.
  • Run the manual QA matrix: fresh install, upgrade, offline launch, gamepad, accessibility settings, pause/resume, all venues and Desktop HQ fallback.
  • Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or post-0.10 work.
  • Create the v0.10.0 version bump, changelog entry and tag; build/publish the release and verify all assets and download links.
  • Exit: the release candidate is content-locked, externally played, legally reviewed, documented, reproducibly built, and approved as the 0.10.0 release candidate.

Future 0.x / non-blocking candidates

  • Live 3D body-camera replay.
  • Additional venues or seasonal events.
  • Real voice/dialogue audio.
  • Image-to-mesh prop pipeline.
  • Rare easter eggs/cameos (e.g. Bob Dobbs) only after core content and QA are stable.

Roadmap dependencies and risks

  • Content volume is the largest schedule risk; tutorial and campaign work must not outrun the event/dialogue matrix.
  • The vision judge is a dev-time aid with an external key/budget; CI must never make it a hard gate.
  • Godot version changes can alter lighting/imports; do not combine an engine baseline move with a content/feature milestone.
  • Signed macOS builds and legal/AI provenance are release blockers, not polish.
  • Keep the de-escalation-first rules and rare-emergency design unchanged while adding progression, difficulty and feedback.

Realism follow-ups (deferred)

  • Re-run the screen-design judge for 12-joke-shop, 13-studio-arrival and the Forward+ A/B with the valid key: 13/13 match, 0 diff; the HQ A/B is in the report.
  • Capture a hooded/winter NPC close-up once a scenario spawns types 5-7 (the explicit --portrait-type override is already in capture_realism.gd).
  • Human-authored tree/hedge silhouettes: the whole scene now reads well except the foliage, which is still flat-shaded clumps (_shrub()/_tree() in tools/blender_assets.py). Only worth doing if a higher-poly organic builder is added to the library.
  • Camera height: the concept frames are shot at ~1.55 m with a slightly wider lens; the game camera sits at 1.7 m. Decide whether the first-person height should match the art direction or stay at the current gameplay value.

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 .tres files.
  • 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>.glb contract.