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# Development Plan — Graphics Quality v0.6.0 (Blender-authored NPCs)
> Status: Proposed · Target version: **v0.6.0** (MINOR)
> Companion decision: [ADR-0013](adr/0013-blender-authored-npc-characters.md)
## Why this exists
The game is functionally complete through v0.5.0, but NPCs are still the
procedural capsule-and-box rig from [ADR-0010](adr/0010-procedural-npc-presentation.md).
They read as people at conversation distance but not at cinematic distance, and
every surface on a body is a flat color. ADR-0010 recorded that "a later
skinned-mesh pass will replace this rig and must keep the `Head` contract" —
this plan is that pass.
The goal is **better NPCs first**, then a modest environment lift, using the
existing AI tooling for art direction and quality gates, and **Blender** for the
geometry, UVs, skeleton, and baked material maps.
## Constraints that shape the plan
- **Renderer is GL Compatibility** (`project.godot` `config/features`). SSAO,
SSIL, and volumetrics are unavailable. Quality therefore comes from better
meshes, baked maps (AO/normal/roughness), and lighting — not from a renderer
switch.
- **CI builds offline.** `.gitea/workflows/build.yml` runs the Godot editor only
(no Blender, no network). Everything the game loads must be committed; the
Blender step is a developer tool, and the game keeps a procedural fallback so a
fresh checkout still boots and the headless suite still passes.
- **Determinism.** Seed-driven variety (`outfit_for`, `layer_for`,
`hand_item_for`, `idle_style_for`) must keep working and keep its tests green.
AI generation is a dev-time input, not a runtime dependency; the committed
assets are the source of truth.
- **Frame budget.** v0.5.0 measured 16 avatars = 534 meshes ≈ 6.9 ms headless.
A skinned rig replaces ~33 draw calls per avatar with one skin, but skinning
costs CPU. Re-measure with `src/test/smoke_npc_budget.gd` before raising
`MAX_LIVE_NPCS`.
## The NPC asset contract (what must not break)
From `src/game/npc_avatar.gd` and `src/game/guard_controller.gd`:
- A scene-level node named **`Rig/Head`** — `GuardController` raycasts for it
(`get_node_or_null("Rig/Head")`), and the focus circle + name tag + reaction
tag attach under it.
- Limb pivots currently named `HipL`/`HipR` → `Knee`, `ShoulderL`/`ShoulderR` →
`Elbow` → `Hand`. `_animate()` and `_idle_layer()` drive them by `rotation.x`.
- Pure static helpers must stay pure and seed-deterministic: `outfit_for`,
`layer_for`, `hand_item_for`, `idle_style_for`, `queue_slot_for`,
`lod_tier_for_distance`, `reaction_label`, `crouch_for_pose`,
`prop_lift_for_pose`, `limb_swing`, `sway_for_pose`.
- LOD tiers (`apply_lod`, 0 / 1 / 2 with a billboard impostor at tier 2) must
keep working; `_detail_nodes` are hidden at tier 1.
- `set_focus_visual`, `_focus_circle`, `_name_tag`, `_reaction_tag`, the
theater poses, and the crowd reaction (`start_rubberneck`, `start_flee`) all
operate on the rig and must survive the swap.
## Workstreams
### Phase 0 — Toolchain spike and contract freeze (small, throwaway)
1. Confirm headless Blender works in this environment. Blender **5.2.0 LTS**
flatpak is installed; the sandbox cwd is `/app/blender`, so `--python` and
all input/output paths must be absolute:
```bash
flatpak run org.blender.Blender --background \
--python /var/home/zwitschi/Documents/06-games/security-game/tools/npc_pipeline.py -- --build
```
Record the working invocation in `MEMORY.md` (the Im-Dornäcker notes already
warn about the cwd gotcha).
2. Freeze the asset contract in writing (this document + ADR-0013):
- `assets/models/generated/npc_base.glb` — one skinned mesh (or a small fixed
set of sub-meshes: body / head / hands) with a **named armature** and UVs.
- Material slots rather than one atlas-per-prop: `skin`, `cloth`,
`pants`, `accessory`, `hair` each carry a neutral albedo + normal + ORM
(occlusion/roughness/metallic) map. `outfit_for` colors tint the slot, so
multi-color outfits and seed variety survive.
- Bone names mirror the current node names (`Head`, `HipL/R`, `KneeL/R`,
`ShoulderL/R`, `ElbowL/R`, `HandL/R`) so `_animate()` can target them.
- Budget: tier-0 base body ≤ ~6,000 triangles, ≤ ~4,000 vertices (revisit
after the first `smoke_npc_budget.gd` run).
### Phase 1 — `tools/npc_pipeline.py`: author + export + audit
New tool, run through the Blender flatpak, mirroring the `model_pipeline.py`
shape (`list` / `build` / `audit`):
1. **Author** a low-poly base humanoid in Blender: torso, articulated arms/legs,
head with a face front (so the focus ring and the "noticed the guard" cue
keep a direction), hands, shoes. Keep the current silhouette language
(heads, caps, hoods, backpacks, lanyards) so existing `outfit_for`
accessories still attach.
2. **Rig** it with an armature whose bones are named to match the node contract.
Godot 4.3 imports glTF skeletons as `Skeleton3D`; keep the bone rest pose
matching the current `_animate()` assumptions (arms hang, legs straight,
+Y up, origin at the feet on the floor).
3. **UV-unwrap** into a power-of-two layout and **bake** maps in Blender from
node materials or a higher-detail source:
- neutral albedo (white fabric pattern) per material slot,
- normal map (fabric weave, denim, knit),
- ORM map (occlusion in R, roughness in G, metallic in B — same packing
`model_pipeline.atlas_for` already uses),
- ambient occlusion baked into the albedo or the ORM R channel (this is the
Compatibility renderer's only AO source).
4. **Export** `npc_base.glb` with materials referenced as Godot-importable
textures (or export textures alongside and wire them in GDScript — decide in
the spike).
5. **Audit** (`npc_pipeline.py audit`) enforcing: UVs in [0,1], expected bone
names present, triangle/vertex budget, feet at y ≈ 0, no missing material
slots. Reuse the checks and the colour-space discipline from
`model_pipeline.py` (glTF `baseColorFactor` is linear; albedo textures are
sRGB — do not mix them up).
6. **Commit** the `.blend` source (`assets/models/npc/npc_base.blend`) so the
build is reproducible and editable, plus the generated `.glb` + textures so
CI never needs Blender.
### Phase 2 — AI-assisted texturing (existing tools only)
Use the tools already in `tools/`, not new services:
1. `tools/asset_pipeline.py generate` (OpenRouter,
`openai/gpt-5-image-mini`) for seamless clothing albedos — shirt, trousers,
jacket, hi-vis vest, coat, dress — at the role sizes its `audit` validates.
Run `seamless` for tile-edge blending and `audit` to reject wrong sizes.
2. `tools/model_pipeline.py`'s palette helpers (`dominant_colors`,
`assign_roles`) or a small shared import, to derive per-role outfit palettes
from AI concept sheets (`concept`). `outfit_for` keeps determinism: the AI
supplies palettes and textures, never per-frame randomness.
3. Normal/roughness detail (fabric weave, denim) baked procedurally in Blender,
with the AI albedos layered on top.
4. Close the loop with `tools/screen_designs.py judge`: regenerate the staged
captures and confirm the new NPCs realise the same screen intents (art style
is ignored by the judge; layout and readability are not).
Outputs land under `assets/textures/ai/game_ready/` (or a new
`assets/textures/npc/`) and are **committed**.
### Phase 3 — Godot integration (`npc_avatar.gd`, `materials.gd`)
1. Add a `_load_model()` path in `NpcAvatar` that instantiates the imported
`npc_base.glb` `PackedScene`, exactly like `WorldBuilder._add_prop_model()`
loads props. Keep `_build_body()` as the offline/procedural fallback; choose
per-avatar with the same "asset or fallback" pattern (record the choice in a
`loaded_model` / `fallback_avatar` field for tests).
2. Map `outfit_for()` onto the model's material slots (skin/cloth/pants/
accessory/hair) so seed variety, `layer_for`, `hand_item_for`, and the
archetype color read stay intact. Accessories (cap/hood/backpack/
sunglasses/lanyard) keep attaching under `Rig`/`Head` as they do today.
3. Add `SurfaceMaterials` recipes for the baked maps — e.g. `npc()` /
`skin()` / `cloth()` — so `_material()` gains a textured path and the body
stops calling `Materials.flat()`.
4. Abstract the animation targets so `_animate()` / `_idle_layer()` write to
either the procedural `Node3D` pivots (fallback) or `Skeleton3D` bones
(skinned). Keep the existing `rotation.x` math; the abstraction is a thin
`_set_limb_rotation(part, axis, radians)` wrapper.
5. Keep `Rig/Head` as a real scene node (a marker following the head bone, or
the imported bone's Godot node) so focus, nametag, and head-turn still find
it. Re-verify the focus cone smoke and `test_npc_character` /
`test_npc_theater` / `test_target_cycle`.
6. Re-measure `smoke_npc_budget.gd`; adjust `LOD_TIERS` if the skinned rig is
heavier up close. The impostor path is unchanged.
### Phase 4 — Environment and lighting lift (after NPCs land)
1. **Baked AO on props:** export the existing prop set through Blender (or bake
AO in `npc_pipeline`-style tooling) so contact shadows read without SSAO.
This replaces the pure box/cylinder builder with Blender-authored props
behind the same `assets/models/generated/<prop>.glb` contract (ADR-0012's
follow-up).
2. **Higher-resolution environment textures:** regenerate brick/concrete/asphalt
through `asset_pipeline.py` with normal maps, keeping the current UV scales.
3. **Evaluate a desktop-only Forward+ preset** (SSAO/SSIL/volumetrics) while the
Web export preset keeps `thread_support=false` and GL Compatibility. Decide
explicitly in an ADR addendum; do not silently change the renderer.
4. Regenerate `docs/screenshots/` with `capture_screenshots.gd`, then run
`screen_designs.py compare` and `judge` as the regression gate.
### Phase 5 — Verification and release
- Headless: fallback build, `npc_pipeline.py audit` (via `test_model_pipeline`
style Python tests if Blender is present, otherwise skip with reason), outfit
determinism, `Rig/Head` presence, material recipe assertions.
- Windowed smokes: `smoke_npc_budget.gd`, `smoke_movement.gd`,
`smoke_focus_radial.gd`, `smoke_props.gd`; screenshot comparison.
- Bump `config/version` to `0.6.0`, update `README.md`, `docs/architecture.md`
(Level 2 gains `tools/npc_pipeline.py`), and publish per
[`docs/RELEASING.md`](RELEASING.md).
## Risks and mitigations
| Risk | Mitigation |
| --- | --- |
| Blender flatpak sandbox paths (cwd `/app/blender`) | Absolute paths everywhere; record the invocation in `MEMORY.md`. |
| glTF colour space (linear factors vs sRGB textures) | Reuse `model_pipeline.srgb_to_linear`; bake textures as sRGB, keep factors linear; assert in `audit`. |
| Skeleton retargeting vs current node math | Keep the bone names + a thin limb-rotation wrapper; fallback rig keeps old math running. |
| Frame budget with skinned avatars | Measure first (`smoke_npc_budget.gd`); tune `LOD_TIERS`; impostor path unchanged. |
| No SSAO in Compatibility | Bake AO into albedo/ORM; contact-shadow tune in Phase 4. |
| AI output nondeterminism | Generation is dev-time only; commit outputs and gate with `audit`/`judge`/`compare`. |
| Blender unavailable in CI | Committed `.glb` + textures; procedural fallback; `audit` skipped with reason when Blender is absent. |
## Acceptance criteria (definition of done)
1. NPCs are Blender-authored skinned meshes with baked maps; they read as people
at conversation distance and survive a cinematic close-up.
2. `Rig/Head`, the focus cone, nametag, theater poses, crowd reactions, and LOD
all still work; all existing NPC tests pass unchanged or are updated with
clear reasons.
3. The game boots and plays from a fresh checkout with **no** Blender and no
network (committed assets + procedural fallback).
4. `npc_pipeline.py build` is deterministic and `audit` enforces the contract.
5. 208 headless + 56 Python tests stay green (Python audit tests skip when
Blender is absent); NPC-budget and movement smokes pass; screenshot
`compare`/`judge` show no regressions.
6. Version bumped to v0.6.0, docs and ADR-0013 updated, release published.