feat: add stylized villager presentation
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@@ -468,7 +468,10 @@ Tab-cycled inspector shows authoritative need values, task state, destination,
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decision branch, and utility scores. The existing carried-food prop and village
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panel expose immediate consequences. `F10` toggles the debug/cinematic
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presentation layer, while `F12` reloads the current scene as a repeatable
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simulation-garden demo reset.
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simulation-garden demo reset. The capsule NPCs have now been replaced by
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multi-part stylized villager placeholders with tunics, heads, hair, limbs,
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feet, and state-driven walk motion. Carried wood displays as a log bundle from
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authoritative inventory, matching the existing carried-food presentation.
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### Exit condition
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@@ -653,12 +656,20 @@ Completed:
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and waterfall widened; the fortress ridge landmark now has crenellations,
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a dedicated banner pole with larger banner, and three turrets for a more
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readable silhouette against the sky.
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16. Stylized villager readability and VFX cleanup: NPCs now use compact
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multi-part silhouettes with state-driven walk motion and visible carried
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logs. Waterfall mist is anchored to the waterfall instead of the village
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origin, duplicate wind layers are separated, and Metal smoke/wind
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materials retain restrained transparency.
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Next:
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1. Continue growing resource discovery with finite ResourceNode instances
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placed in meaningful contexts (from LEARNING_ROADMAP). See the roadmap
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for the next systems priority.
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1. Replace the remaining player capsule with a matching stylized presentation,
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then revisit runtime camera framing so the waterfall and village action
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remain readable in the same authored shot.
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2. Continue with the action precondition/material-cost contract and
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relationship consequence work in `LEARNING_ROADMAP.md` before expanding
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visual scope further.
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Do not start with GIS data, a full city, a large asset pack, or more NPC
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mechanics. The next proof is a beautiful stage for the systems that already
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