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Refine environment surfaces and skyline haze
2026-11-02 20:38:58 +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: **v0.9.4** (2026-11-02). 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)
- [x] 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.
- [x] 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.
- [x] 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.
- [x] Resolve stale claims: README release version/download row, development status
"Forward+ not implemented", and Blender props "not AO-baked".
- [x] 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 (6.9 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** and **0.9.4 NPC visual optimization** passes are complete
(all moved to `DONE.md` on 2026-11-02). 0.9.5 texture refinement, 0.9.6
integration and the 0.10.0 release candidate are queued. The source version is
now 0.9.4.
## Postponed — Patch 0.9.5 — Texture and material refinement
Goal: improve close-range surface and character texture quality while keeping GL
Compatibility/Web parity, deterministic assets and offline CI.
### Environment textures and materials
- [x] Audit the v2 picks (brick, sidewalk pavers, dry/wet asphalt, awning canvas,
day/dusk/night skylines) at close range and in the entrance/street shots for
seams, tiling, scale, contrast and normal-map strength. (New `surfaces` and
`surfaces_joke` capture stages; no seam or UV-scale failures found.)
- [x] Refine brick mortar/wear, paver joints/stains, asphalt aggregate/wet response
and awning weave using the existing image/asset tooling; never overwrite a
pick, use `-vN` candidates and promote validated results. (The Walk of Fame
band now uses the paver/terrazzo texture; the neighbour awning keeps its
cream stripe via a neutral tint and 4× UV. Brick/asphalt picks held up.)
- [x] Check UV scales and material roughness/metallic profiles; keep day/night
phase behavior and the wet-street transition intact. (Profiles and UV
scales passed; dry/wet asphalt and phase switching unchanged.)
- [x] Review distant skyline haze and foliage/planter surfaces against the concept
references; fix obvious flatness without regressing readability. (Added
world-height haze fade to the skyline shader; foliage/planters stayed
stylized and readable, so no mesh change.)
### Character and prop textures
- [x] Audit NPC skin, cloth, pants, hair and gear albedo/normal/AO maps in portraits;
refine fabric weave, skin variation and fixed detail materials. (256² maps rebuilt; fabric
now uses a 4× UV weave and skips baked per-character AO, removing the portrait blotches;
skin/hair/gear keep AO. Comparison `sheet_npc_baseline_compare-texuv.jpg`.)
- [x] Re-bake AO where geometry changes; verify the 256² maps and material wiring.
(No character geometry changed in the texture pass; asset/base audits pass.)
- [ ] Audit library props and UI/card/icon textures at their actual screen sizes;
remove blurry/oversized or unused textures where safe.
- [ ] Run texture audits, import, and the full asset test suite; record texture memory
and triangle/draw-call impact.
### Visual verification
- [ ] Run `python3 tools/scene_concepts.py realism` for the affected stages with the
judge enabled; record metric gaps and model/spend.
- [ ] Re-run `tools/check_screenshots.sh` and the screen-design judge; clear all
`diff` verdicts.
- [ ] Capture before/after close-ups for brick, pavement, asphalt, character cloth
and skyline; document accepted trade-offs.
- [ ] Update asset docs and the changelog/status with the promoted texture versions.
## Postponed — Patch 0.9.6 — Integration, performance and judge gate
Goal: integrate the UI/model/texture patches, prove the combined build on the
target paths and leave a clean release-candidate handoff.
### Integration and asset rebuild
- [ ] Rebuild all changed Blender/GLB/AO assets, re-import, and verify manifest/fit/
audit coverage.
- [ ] Run the complete headless suite, Python tooling and smoke matrix; fix any
regression from the three polish patches.
- [ ] Re-run the 24-NPC budget smoke and record frame time, mesh count and any
texture-memory change; check Web and Desktop HQ if available.
- [ ] Verify save/campaign/tutorial behavior is unchanged by the visual/UI patches.
### Visual gallery and judge gate
- [ ] Recapture the full gallery, portraits, venue/realsim stages and Desktop HQ A/B
as needed; no stale screenshots in the release set.
- [ ] Run `tools/check_screenshots.sh`, `screen_designs.py compare` and
`screen_designs.py judge` on the final captures.
- [ ] Run the realism judge for the affected concepts with a pinned model; record
model, attempt count, spend and verdicts.
- [ ] Review all `review` verdicts manually; convert unexplained layout/composition
mismatches into fixes or explicit known limitations.
- [ ] Ensure generated realism folders remain gitignored/local-only and only the
durable report decisions/docs are committed.
### Release-candidate handoff
- [ ] Update README, architecture, development status, changelog and TODO with the
final patch-level results and any remaining gaps.
- [ ] Tag/version or otherwise freeze `0.9.6` as the integration checkpoint before
the `0.10.0` release candidate.
- [ ] Exit: combined build is functionally green, visually reviewed, performance
measured and ready for the 0.10.0 content-lock/playtest phase.
## 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.
### Legal, credits and platform policy
- [ ] 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)
- [x] 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.