Files
security-game/TODO.md
T
zwitschi 4f274e0413
Full build / Import + headless tests (push) Successful in 18s
Full build / Full desktop build + optional release (push) Successful in 3m17s
TODO cleanup per AGENTS.md; rebuild 0.2.0 binaries with the detailed-graphics pass baked in
- TODO.md: drop fully-done sections (CI cache mitigation, Detailed Graphics
  completed items, CI packaging follow-up — all recorded in DONE.md); keep the
  PRIORITY release task (token-blocked), backlog, polish, and perf-only items
- Rebuild build/ artifacts so the shipped graphics include textures/rigs/HUD
- Linux binary smoke-tested (0 script errors); suite 57/57
2026-10-31 13:36:53 +01:00

1.9 KiB

TODO

Goal: users hitting the README Downloads section can download a playable version from https://git.allucanget.biz/zwitschi/security-game/releases.

  • Install Godot 4.3 export templates locally.
  • ./tools/build_releases.sh produces Linux/Windows/macOS artifacts (built for 0.2.0).
  • Linux binary smoke-tested (headless, 0 script errors).
  • Publish the release — blocked on GITEA_TOKEN: once the token is available run GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0, or (if the repo secret is already set on the host) push the v0.2.0 tag and let CI publish via .gitea/workflows/build.yml.
  • Confirm the README Downloads links resolve: check https://git.allucanget.biz/zwitschi/security-game/releases and download one artifact.

Future Systems (design-level backlog)

  • Body-camera replay timeline in the shift review.
  • Long (10-15 minute) shift lengths (phase lighting already implemented).
  • Venue selection startup menu (keyboard cycling with V is implemented).
  • IDE/editor-based GUT integration when a Godot editor workflow is introduced.
  • Reduce RefCounted reference cycles (NPCController <-> FSM) noted in MEMORY.md.

Open Polish

  • Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation.
  • Keep % placeholders stable in Strings.fmt when adding keys (positional formatting).

Detailed Graphics — remaining performance items

The visual pass is done (textures, rigs, HUD feedback — see DONE.md). Remaining work is performance hardening only.

  • Profile the crowd: ensure textured materials and props hold target frame rate around a busy entrance.
  • Add LOD or culling for distant NPCs/props if the crowd grows.