Props were decoration: the guard and guests walked straight through benches, bins, bollards and planters. They now block movement and steer guests around. Collision - _add_prop_model() fits a StaticBody3D from the model's mesh bounds in holder-local space: a cylinder for bollard/bin/hydrant, a box otherwise, so placement rotation and variant scale carry over. - Fallback primitives go through the same fit, so a missing .glb cannot silently remove collision. - Each prop also publishes a NavigationObstacle3D; NpcAvatar enables agent avoidance and moves with the safe velocity from velocity_computed. The navmesh stays a flat walkable plane and avoidance does the steering. Placement - PROP_PLACEMENTS groups furniture by entrance, mid-block and curb zones, with a static placement_problems() validator for bounds, overlap/min-spacing, duplicates, and the door/steps/guest-lane exclusions. - variant_for(index) gives deterministic yaw jitter, subtle scale, and optional clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant). Verification - New windowed smoke_props.gd: guard walks into a bench and stops; a guest headed beyond the bench routes around it and never enters the collider. - Headless 182 -> 187: placement validation and its failure modes, variant determinism/range, collider + obstacle on every placed prop, fallback collider. - Other smokes (PLAN verbs, crowd, emergency, timeline) still pass; Python tooling 53/53; screenshots recaptured; compare 9 good / 0 bad. - Version 0.4.0. TODO: collision/placement section moved to DONE; prop pipeline checks remain.
5.4 KiB
5.4 KiB
TODO
Godot 4.3 prototype. Latest release v0.4.0 (prop collision, placement, variants). Headless suite 187/187 plus 53 Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, props, and windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
The sections below are the rest of the presentation pass: prop pipeline checks, NPC characters, and player movement. Each task is meant to be a small, reviewable slice with its own verification.
Better Props
Pipeline and checks
- Extend
audit_glb()with a triangle budget, degenerate-triangle test,TEXCOORD_0inside the atlas, minimum-y ≈ 0, and a material-count check per prop. - Add a
prop_gallerycapture tocapture_screenshots.gd(each prop close-up on a plain backdrop) and wire it toscreen_designs.pyso prop regressions show up incompare. - Verify all prop instances share their imported material (no per-instance duplication) and keep a documented triangle/vertex budget in the pipeline docstring.
- Update the README prop list and the
model_pipeline.pycatalogue docs when new props land.
Better NPC Characters
Appearance and rig
- Replace the rigid capsule limbs with an articulated rig: shoulder, elbow, hip, and knee joints, so a walk cycle can bend knees and swing arms instead of rotating whole capsules.
- Add layered clothing: jacket over shirt, hi-vis vest, security uniform, dress/skirt, and coat, with deterministic per-profile colourways and material roles.
- Extend the accessory catalogue: bag, umbrella, phone, camera, clipboard, headphones, and a coffee cup; attach them to the correct hand/back socket.
- Add face and hair variety: several hair silhouettes, beards, hats, eye/brow shapes, age and height ranges, and a small set of face textures or decal planes so heads are not identical.
- Keep appearance deterministic per
(profile, seed)and add a test that the same seed produces the same outfit while different types stay recognisable.
Animation and staging
- Add an idle layer: breathing, weight shift, occasional look-around, phone check, and arms-crossed, blended with the current walk and reaction states.
- Add conversation gestures: facing the guard when addressed, talking hand movement, nodding, backing away, and pointing, driven by the existing reaction/escalation events.
- Improve the walk cycle: stride length tied to speed, foot planting without sliding, and a
distinct hurry/flee gait that matches
FLEE_SPEED. - Stage a door queue: waiting offsets, one-at-a-time approach, no overlapping capsules, and a step-aside after the admission decision.
- Make reactions readable at a distance with body language plus a short icon/label (rubberneck, panic, calm, angry) so crowd state is legible without the debug panel.
Performance and budgets
- Add three LOD tiers (full rig, simplified mesh, billboard) with distance hysteresis, and disable shadows for far tiers; keep the switch deterministic and testable.
- Re-measure the live-NPC budget with the full rig at
MAX_LIVE_NPCS, and add a perf smoke that fails when frame time crosses the documented budget. - Add tests for animation state transitions (idle → walk → react) and for queue spacing at the door.
Better Player Movement
Feel and handling
- Split acceleration and deceleration in
guard_controller.gd(faster stop than start, no ice-skating), then tunemove_speedandaccelagainst a windowed feel pass. - Add step-up assist for kerbs and the entrance steps (about 0.3 m) and keep wall sliding smooth so the guard does not stick on doorframes, railings, or prop colliders.
- Add subtle head bob tied to stride and speed, a small FOV change in precision walk, and a landing dip; expose a motion-sickness toggle in settings with persistence.
- Give precision walk (Shift) visible feedback: a HUD state chip and an audio tick when it engages, in addition to the slower speed.
- Add surface-aware footsteps (concrete, asphalt, stone steps) with stride-synced timing and a distinct landing sound, reusing the procedural audio helpers.
Input and accessibility
- Add gamepad support: move/look actions, radial and action bindings, deadzone and look sensitivity, with prompts that follow the active device.
- Move the remaining hard-coded keys into
InputMapactions and persist any remaps through the settings panel (keyboard and gamepad). - Add a mouse-sensitivity and invert-Y setting if missing, and test the values survive a settings save/load round trip.
- Add movement tests: acceleration ramp, step-up height limit, precision-walk speed, wall slide, and gamepad deadzone.
- Run one windowed movement smoke per change above (walk the full block, climb the steps, strafe along the wall) and capture a short screenshot set for the compare tool.
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
.tresfiles. - 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>.glbcontract.